I have been fiddling around with bullet for a bit and I now want to draw debug. I have an opengl world with working bullet physics and everything.
What I have tried is this: I have created a class GLDebugDrawer like this:
#include "LinearMath/btIDebugDraw.h"
class GLDebugDrawer : public btIDebugDraw
{
int m_debugMode;
public:
GLDebugDrawer();
virtual ~GLDebugDrawer();
virtual void drawLine(const btVector3& from, const btVector3& to, const btVector3& fromColor, const btVector3& toColor);
virtual void drawLine(const btVector3& from, const btVector3& to, const btVector3& color);
virtual void drawSphere(const btVector3& p, btScalar radius, const btVector3& color);
virtual void drawTriangle(const btVector3& a, const btVector3& b, const btVector3& c, const btVector3& color, btScalar alpha);
virtual void drawContactPoint(const btVector3& PointOnB, const btVector3& normalOnB, btScalar distance, int lifeTime, const btVector3& color);
virtual void reportErrorWarning(const char* warningString);
virtual void draw3dText(const btVector3& location, const char* textString);
virtual void setDebugMode(int debugMode);
virtual int getDebugMode() const { return m_debugMode; }
};
Then in the game I include this header and create a instance of it.
Where I initialize the bt world, I set the debug draw type like this:
debugDraw->DBG_DrawWireframe; // this breaks when I run the app
debugDraw->setDebugMode(btIDebugDraw::DBG_DrawWireframe); // so does this
debugDraw->setDebugMode(1); // this doesn't
I then set the debug to the bullet world like this:
bt_dynamicsWorld->setDebugDrawer(debugDraw);
And finally, I render the debug draw after I render the bullet bodies like this:
bt_dynamicsWorld->debugDrawWorld();
There must be something that I am missing as I am not getting any wireframes or anything when running.