camera.apply();
GL::MatrixStack::Push push_mat(GL::MatrixStack::modelview());
- float rot = picking_track->get_endpoint_direction(picking_entry);
- Vector pos = picking_track->get_endpoint_position(picking_entry);
+ Snap sn = picking_track->get_snap_node(picking_entry);
- GL::MatrixStack::modelview() *= GL::Matrix::translation(pos.x, pos.y, pos.z+0.03);
- GL::MatrixStack::modelview() *= GL::Matrix::rotation(rot+M_PI, 0, 0, 1);
+ GL::MatrixStack::modelview() *= GL::Matrix::translation(sn.position.x, sn.position.y, sn.position.z+0.03);
+ GL::MatrixStack::modelview() *= GL::Matrix::rotation(sn.rotation+M_PI, 0, 0, 1);
arrow_mesh.draw();
}