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DebugTools: take also object rotation into account in ForceRenderer.

Currently the force was only translated, completely ignoring object
translation.
pull/278/head
Vladimír Vondruš 13 years ago
parent
commit
79b4c0dbbd
  1. 2
      src/DebugTools/ForceRenderer.cpp

2
src/DebugTools/ForceRenderer.cpp

@ -95,7 +95,7 @@ template<UnsignedInt dimensions> ForceRenderer<dimensions>::ForceRenderer(SceneG
}
template<UnsignedInt dimensions> void ForceRenderer<dimensions>::draw(const typename DimensionTraits<dimensions>::MatrixType& transformationMatrix, SceneGraph::AbstractCamera<dimensions>* camera) {
shader->setTransformationProjectionMatrix(camera->projectionMatrix()*Implementation::forceRendererTransformation<dimensions>(transformationMatrix.translation()+forcePosition, *force)*DimensionTraits<dimensions>::MatrixType::scaling(typename DimensionTraits<dimensions>::VectorType(options->scale())))
shader->setTransformationProjectionMatrix(camera->projectionMatrix()*Implementation::forceRendererTransformation<dimensions>(transformationMatrix.transformPoint(forcePosition), *force)*DimensionTraits<dimensions>::MatrixType::scaling(typename DimensionTraits<dimensions>::VectorType(options->scale())))
->setColor(options->color())
->use();
mesh->draw();

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