continue;
}
Shader shader = getDefaultShader();
Texture texture = gameObject.geometry.texture;
Mesh mesh = gameObject.geometry.mesh;
Transformation transformation = gameObject.getWorld();
transformation.load(modelMatrix);
texture.enable();
{
shader.enable();
{
shader.setUniform(shader.getUniformLocation("projectionMatrix"), projectionMatrix);
shader.setUniform(shader.getUniformLocation("viewMatrix"), viewMatrix);
shader.setUniform(shader.getUniformLocation("modelMatrix"), modelMatrix);
mesh.enable(shader);
GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.getIndicesCount(), GL11.GL_UNSIGNED_SHORT, 0);
mesh.disable(shader);
}
shader.disable();
}
texture.disable();
}