Code: Select all
void rag::renderPlane(btRigidBody* plane, matrices& pipeline, unsigned int program)
{
if(plane->getCollisionShape()->getShapeType()!=STATIC_PLANE_PROXYTYPE)
return;
glColor3f(0.8,0.8,0.8);
btTransform t;
btMotionState* motionState=plane->getMotionState(); //error here
plane->getMotionState()->getWorldTransform(t);
float mat[16];
t.getOpenGLMatrix(mat);
glm::mat4 phys = returnMatrixFromMembers(mat);
pipeline.pushMatrix();
pipeline.updateMatrices(program);
glBegin(GL_QUADS);
glVertex3f(-1000,0,1000);
glVertex3f(-1000,0,-1000);
glVertex3f(1000,0,-1000);
glVertex3f(1000,0,1000);
glEnd();
pipeline.popMatrix();
}