void const SphereCollider::render() { glLoadIdentity(); getGameObject()->getTransform()->apply(); glColor4f(1,0,0,0.7); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_POINT_SMOOTH); glPointSize(2.0 * radius); glBegin(GL_POINTS); glVertex3f(center.x,center.y,-1); glEnd(); point* points = sweep(); OBB* swept = new OBB(points); swept->render(); delete swept; delete points; }