@@ -299,11 +299,6 @@ void CGame::Update(float dt)
299299
300300 pCharacter->SetTranslation (pCharacter->GetGlobalOrigin () + pCharacter->m_vecVelocity * dt);
301301 }
302-
303- if (AABBIntersection (m_hTrigger->GetGlobalAABB (), m_hPlayer->GetGlobalAABB ()))
304- m_hPlayer->m_clrRender = Color (1 .0f , 0 .2f , 0 .1f , 1 .0f );
305- else
306- m_hPlayer->m_clrRender = Color (0 .4f , 0 .2f , 0 .8f , 1 .0f );
307302}
308303
309304void CGame::Draw ()
@@ -356,6 +351,26 @@ void CGame::Draw()
356351 r.Vertex (Vector (30 , 0 , -30 ));
357352 r.EndRender ();
358353
354+ // Create an array of vectors to store our triangles.
355+ Vector avecPoints[6 ];
356+
357+ // First triangle.
358+ avecPoints[0 ] = Vector (1 , 1 , 0 );
359+ avecPoints[1 ] = Vector (0 , 1 , 0 );
360+ avecPoints[2 ] = Vector (1 , 0 , 0 );
361+
362+ // Second triangle.
363+ avecPoints[3 ] = Vector (1 , 0 , 0 );
364+ avecPoints[4 ] = Vector (0 , 1 , 0 );
365+ avecPoints[5 ] = Vector (0 , 0 , 0 );
366+
367+ r.SetUniform (" vecColor" , Vector4D (0 .9f , 0 .4f , 0 .2f , 1 ));
368+
369+ // Render the triangles.
370+ r.BeginRenderVertexArray ();
371+ r.SetPositionBuffer (&avecPoints[0 ].x );
372+ r.EndRenderVertexArray (6 );
373+
359374 // Prepare a list of entities to render.
360375 m_apRenderOpaqueList.clear ();
361376 m_apRenderTransparentList.clear ();
@@ -660,13 +675,6 @@ void CGame::GameLoop()
660675 pProp4->m_aabbSize .vecMax = vecPropMax;
661676 pProp4->m_clrRender = Color (0 .4f , 0 .8f , 0 .2f , 1 .0f );
662677
663- m_hTrigger = CreateCharacter ();
664- m_hTrigger->SetTransform (Vector (10 , 2 , 4 ), 0 , Vector (0 , 1 , 0 ), Vector (0 , 0 , -14 ));
665- m_hTrigger->m_aabbSize .vecMin = vecPropMin;
666- m_hTrigger->m_aabbSize .vecMax = vecPropMax;
667- m_hTrigger->m_bDrawTransparent = true ;
668- m_hTrigger->m_clrRender = Color (0 .8f , 0 .4f , 0 .2f , 0 .5f );
669-
670678 float flPreviousTime = 0 ;
671679 float flCurrentTime = Application ()->GetTime ();
672680
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