func (c *camera) RenderFrustum() {
	gl.BindVertexArray(c.vao)
	if c.renderCascade1 {
		gl.DrawArrays(gl.LINES, 0, 24)
		if c.renderCascadeCenters {
			gl.DrawArrays(gl.POINTS, 24, 1)
		}
	}
	if c.renderCascade1ShadowFrustum {
		if c.renderCascadeShadowFrustumEyes {
			gl.DrawArrays(gl.POINTS, 25, 1)
		}
		gl.DrawArrays(gl.LINES, 26, 24)
	}

	if c.renderCascade2 {
		gl.DrawArrays(gl.LINES, 50, 24)
		if c.renderCascadeCenters {
			gl.DrawArrays(gl.POINTS, 74, 1)
		}
	}
	if c.renderCascade2ShadowFrustum {
		if c.renderCascadeShadowFrustumEyes {
			gl.DrawArrays(gl.POINTS, 75, 1)
		}
		gl.DrawArrays(gl.LINES, 76, 24)
	}

	if c.renderCascade3 {
		gl.DrawArrays(gl.LINES, 100, 24)
		if c.renderCascadeCenters {
			gl.DrawArrays(gl.POINTS, 124, 1)
		}
	}
	if c.renderCascade3ShadowFrustum {
		if c.renderCascadeShadowFrustumEyes {
			gl.DrawArrays(gl.POINTS, 125, 1)
		}
		gl.DrawArrays(gl.LINES, 126, 24)
	}

	if c.renderFrustum {
		gl.DrawArrays(gl.LINES, 150, 24)
	}

	gl.BindVertexArray(0)
}
// RenderFrustum renders the frustum for this camera.
RenderFrustum renders the frustum for this camera.
// RenderFrustum renders the frustum for this camera .
func (c *camera) RenderFrustum() {
	gl.BindVertexArray(c.vao)
	if c.renderCascade1 {
		gl.DrawArrays(gl.LINES, 0, 24)
		if c.renderCascadeCenters {
			gl.DrawArrays(gl.POINTS, 24, 1)
		}
	}
	if c.renderCascade1ShadowFrustum {
		if c.renderCascadeShadowFrustumEyes {
			gl.DrawArrays(gl.POINTS, 25, 1)
		}
		gl.DrawArrays(gl.LINES, 26, 24)
	}
	if c.renderCascade2 {
		gl.DrawArrays(gl.LINES, 50, 24)
		if c.renderCascadeCenters {
			gl.DrawArrays(gl.POINTS, 74, 1)
		}
	}
	if c.renderCascade2ShadowFrustum {
		if c.renderCascadeShadowFrustumEyes {
			gl.DrawArrays(gl.POINTS, 75, 1)
		}
		gl.DrawArrays(gl.LINES, 76, 24)
	}
	if c.renderCascade3 {
		gl.DrawArrays(gl.LINES, 100, 24)
		if c.renderCascadeCenters {
			gl.DrawArrays(gl.POINTS, 124, 1)
		}
	}
	if c.renderCascade3ShadowFrustum {
		if c.renderCascadeShadowFrustumEyes {
			gl.DrawArrays(gl.POINTS, 125, 1)
		}
		gl.DrawArrays(gl.LINES, 126, 24)
	}
	if c.renderFrustum {
		gl.DrawArrays(gl.LINES, 150, 24)
	}
	gl.BindVertexArray(0)
}
func ( c * camera ) RenderFrustum ( ) { gl . BindVertexArray ( c . vao ) if c . renderCascade1 { gl . DrawArrays ( gl . LINES , 0 , 24 ) if c . renderCascadeCenters { gl . DrawArrays ( gl . POINTS , 24 , 1 ) } } if c . renderCascade1ShadowFrustum { if c . renderCascadeShadowFrustumEyes { gl . DrawArrays ( gl . POINTS , 25 , 1 ) } gl . DrawArrays ( gl . LINES , 26 , 24 ) } if c . renderCascade2 { gl . DrawArrays ( gl . LINES , 50 , 24 ) if c . renderCascadeCenters { gl . DrawArrays ( gl . POINTS , 74 , 1 ) } } if c . renderCascade2ShadowFrustum { if c . renderCascadeShadowFrustumEyes { gl . DrawArrays ( gl . POINTS , 75 , 1 ) } gl . DrawArrays ( gl . LINES , 76 , 24 ) } if c . renderCascade3 { gl . DrawArrays ( gl . LINES , 100 , 24 ) if c . renderCascadeCenters { gl . DrawArrays ( gl . POINTS , 124 , 1 ) } } if c . renderCascade3ShadowFrustum { if c . renderCascadeShadowFrustumEyes { gl . DrawArrays ( gl . POINTS , 125 , 1 ) } gl . DrawArrays ( gl . LINES , 126 , 24 ) } if c . renderFrustum { gl . DrawArrays ( gl . LINES , 150 , 24 ) } gl . BindVertexArray ( 0 ) }
RenderFrustum renders the frustum for this camera.
RenderFrustum renders the frustum for this camera .