}
-//void IMetaMesh::drawBBox(Shader* _shader, const mat4 & _modelMat) const
-//{
-// Model::drawBBox(_shader, _modelMat);
-// for (auto i = models.begin(); i != models.end(); ++i)
-// {
-// (*i)->drawBBox(_shader, _modelMat);
-// }
-//
-//}
+void IMetaMesh::drawBBox(Shader* _shader, const mat4& _modelMat) const
+{
+ Model::drawBBox(_shader, _modelMat);
+ if (models.size() > 1)
+ {
+ for (auto i = models.begin(); i != models.end(); ++i)
+ {
+ (*i)->drawBBox(_shader, _modelMat);
+ }
+ }
+
+}
void drawModel(Shader* shader, Texture* texture, const mat4& modelMat) const;
- //void drawBBox(Shader* shader, const mat4 & modelMat) const;
+ void drawBBox(Shader* shader, const mat4& modelMat) const;
protected:
std::list<IMesh*> models;
virtual void drawModel(Shader* shader, Texture* texture, const mat4& modelMat) const;
/* Draws a BoundingBox around the Model */
- virtual void drawBBox(Shader* shader,const mat4 & modelMat) const;
+ virtual void drawBBox(Shader* shader, const mat4& modelMat) const;
void getBBmm(vec3& min, vec3& max) const;
void getBBsp(vec3& size, vec3& pos) const;