Endpoint3D::Endpoint3D(const Track3D &t, unsigned i):
track(t),
index(i),
- mesh(track.get_layout().get_catalogue().get_endpoint_mesh())
+ mesh(track.get_layout().get_catalogue().get_endpoint_mesh(track.get_track().get_type().get_appearance()))
{
track.get_layout().get_endpoint_scene().add(*this);
}
GL::MatrixStack::Push push_mtx(renderer.matrix_stack());
GL::Matrix matrix;
- matrix.translate(sn.position.x, sn.position.y, sn.position.z);
- matrix.rotate(sn.rotation+M_PI, 0, 0, 1);
+ matrix.translate(sn.position);
+ matrix.rotate(sn.rotation+Angle::half_turn(), 0, 0, 1);
renderer.matrix_stack() *= matrix;
if(track.get_track().get_link(index))