From 79b4c0dbbdf4a2f3c6adcf4c5e89ae4f2f186a8e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Sat, 30 Mar 2013 19:22:13 +0100 Subject: [PATCH] DebugTools: take also object rotation into account in ForceRenderer. Currently the force was only translated, completely ignoring object translation. --- src/DebugTools/ForceRenderer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/DebugTools/ForceRenderer.cpp b/src/DebugTools/ForceRenderer.cpp index 63583685a..618f97f9a 100644 --- a/src/DebugTools/ForceRenderer.cpp +++ b/src/DebugTools/ForceRenderer.cpp @@ -95,7 +95,7 @@ template ForceRenderer::ForceRenderer(SceneG } template void ForceRenderer::draw(const typename DimensionTraits::MatrixType& transformationMatrix, SceneGraph::AbstractCamera* camera) { - shader->setTransformationProjectionMatrix(camera->projectionMatrix()*Implementation::forceRendererTransformation(transformationMatrix.translation()+forcePosition, *force)*DimensionTraits::MatrixType::scaling(typename DimensionTraits::VectorType(options->scale()))) + shader->setTransformationProjectionMatrix(camera->projectionMatrix()*Implementation::forceRendererTransformation(transformationMatrix.transformPoint(forcePosition), *force)*DimensionTraits::MatrixType::scaling(typename DimensionTraits::VectorType(options->scale()))) ->setColor(options->color()) ->use(); mesh->draw();