Better avatar bounding shape debug rendering.

This commit is contained in:
Anthony J. Thibault 2015-11-25 13:51:08 -08:00
parent 2a9adafc09
commit c0d108e6f6

View file

@ -354,7 +354,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha
auto geometryCache = DependencyManager::get<GeometryCache>();
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
// draw a blue sphere at the capsule top point
glm::vec3 topPoint = _translation + _boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 topPoint = _translation + getRotation() * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f));
deferredLighting->renderSolidSphereInstance(batch,
Transform().setTranslation(topPoint).postScale(_boundingCapsuleRadius),