correct drawing order of primitives

This commit is contained in:
Irlan
2018-05-01 01:27:26 -03:00
parent 0add130eea
commit 5f2e8627d3

View File

@ -46,16 +46,18 @@ public:
b3Vec3 pw = wm.points[i].point;
b3Vec2 ps = g_camera->ConvertWorldToScreen(pw);
g_draw->DrawPoint(pw, 4.0f, b3Color(0.0f, 1.0f, 0.0f));
g_draw->DrawSegment(pw, pw + wm.points[i].normal, b3Color(1.0f, 1.0f, 1.0f));
g_draw->DrawPoint(pw, 4.0f, b3Color_green);
g_draw->DrawSegment(pw, pw + wm.points[i].normal, b3Color_white);
}
g_draw->DrawSolidShape(m_shapeA, b3Color(1.0f, 1.0f, 1.0f, 0.5f), m_xfA);
g_draw->DrawSolidShape(m_shapeB, b3Color(1.0f, 1.0f, 1.0f, 0.5f), m_xfB);
m_world.DrawShape(m_xfA, m_shapeA);
m_world.DrawShape(m_xfB, m_shapeB);
g_draw->Flush();
g_draw->DrawSolidShape(m_shapeA, b3Color(1.0f, 1.0f, 1.0f, 0.25f), m_xfA);
g_draw->DrawSolidShape(m_shapeB, b3Color(1.0f, 1.0f, 1.0f, 0.25f), m_xfB);
g_draw->DrawString(b3Color_white, "Left/Right/Up/Down Arrow - Translate shape");
g_draw->DrawString(b3Color_white, "X/Y/Z - Rotate shape");
}