From c0d108e6f6002140ea882e04fc0c71393593ecb3 Mon Sep 17 00:00:00 2001 From: "Anthony J. Thibault" Date: Wed, 25 Nov 2015 13:51:08 -0800 Subject: [PATCH] Better avatar bounding shape debug rendering. --- interface/src/avatar/SkeletonModel.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 4241faa616..d438e6f528 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -354,7 +354,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha auto geometryCache = DependencyManager::get(); auto deferredLighting = DependencyManager::get(); // 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),