array of points takes absolute positions now, so script writer has an easier time

This commit is contained in:
Eric Levin 2015-05-31 14:59:09 -07:00
parent 115bf3dd25
commit 9641b11086

View file

@ -36,7 +36,8 @@ void RenderableLineEntityItem::render(RenderArgs* args) {
if(_lineVerticesID == GeometryCache::UNKNOWN_ID){ if(_lineVerticesID == GeometryCache::UNKNOWN_ID){
_lineVerticesID = geometryCache ->allocateID(); _lineVerticesID = geometryCache ->allocateID();
} }
glTranslatef(position.x, position.y, position.z); //TODO: Figure out clean , efficient way to do relative line positioning. For now we'll just use absolute positioning.
//glTranslatef(position.x, position.y, position.z);
glm::vec3 axis = glm::axis(rotation); glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
QVector<glm::vec3> points; QVector<glm::vec3> points;