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();
}