diff --git a/testbed/scenes/collisiondetection/CollisionDetectionScene.cpp b/testbed/scenes/collisiondetection/CollisionDetectionScene.cpp index 84c55312..5e19c24a 100644 --- a/testbed/scenes/collisiondetection/CollisionDetectionScene.cpp +++ b/testbed/scenes/collisiondetection/CollisionDetectionScene.cpp @@ -106,7 +106,7 @@ CollisionDetectionScene::CollisionDetectionScene(const std::string& name, Engine // ---------- Concave Mesh ---------- // // Create a convex mesh and a corresponding collision body in the physics world - mConcaveMesh = new ConcaveMesh(false, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "city.obj"); + mConcaveMesh = new ConcaveMesh(false, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "castle.obj", rp3d::Vector3(0.3, 0.3, 0.3)); mAllShapes.push_back(mConcaveMesh); // Set the color diff --git a/testbed/scenes/raycast/RaycastScene.cpp b/testbed/scenes/raycast/RaycastScene.cpp index d89b2f40..53e51c41 100644 --- a/testbed/scenes/raycast/RaycastScene.cpp +++ b/testbed/scenes/raycast/RaycastScene.cpp @@ -105,7 +105,7 @@ RaycastScene::RaycastScene(const std::string& name, EngineSettings& settings, re // ---------- Concave Mesh ---------- // // Create a convex mesh and a corresponding collision body in the physics world - mConcaveMesh = new ConcaveMesh(false, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "city.obj"); + mConcaveMesh = new ConcaveMesh(false, mPhysicsCommon, mPhysicsWorld, mMeshFolderPath + "castle.obj"); // Set the color mConcaveMesh->setColor(mObjectColorDemo); @@ -285,7 +285,7 @@ void RaycastScene::renderSinglePass(openglframework::Shader& shader, const openg mColorShader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix); // Set the vertex color - openglframework::Vector4 color(1, 0.55f, 0, 1); + openglframework::Vector4 color(0, 0.0, 0, 1); mColorShader.setIntUniform("isGlobalVertexColorEnabled", 1, false); mColorShader.setVector4Uniform("globalVertexColor", color, false);