void BulletOpenGLApplication::RenderScene() { // create an array of 16 floats (representing a 4x4 matrix) btScalar transform[16]; // iterate through all of the objects in our world for(GameObjects::iterator i = m_objects.begin(); i != m_objects.end(); ++i) { // get the object from the iterator GameObject* pObj = *i; // read the transform pObj->GetTransform(transform); // get data from the object and draw it DrawShape(transform, pObj->GetShape(), pObj->GetColor()); } }
void BulletOpenGLApplication::RenderScene() { // create an array of 16 floats (representing a 4x4 matrix) btScalar transform[16]; // iterate through all of the objects in our world for(GameObjects::iterator i = m_objects.begin(); i != m_objects.end(); ++i) { // get the object from the iterator GameObject* pObj = *i; // read the transform pObj->GetTransform(transform); // get data from the object and draw it DrawShape(transform, pObj->GetShape(), pObj->GetColor()); } // after rendering all game objects, perform debug rendering // Bullet will figure out what needs to be drawn then call to // our DebugDrawer class to do the rendering for us m_pWorld->debugDrawWorld(); }