Such as:
public void render(Renderer renderer){
Matrix4f transMatrix = MatrixUtils.createTransformationMatrix(p, 0, 0, 0, 2);
Vector3f e = getRayPoint(t);
renderer.initDebugRender();
renderer.debugShader.setUniform("transformationMatrix", transMatrix);
GL11.glLineWidth(2.5f);
GL11.glBegin(GL11.GL_LINES);
GL11.glVertex3f(0, 0, 0);
GL11.glVertex3f(e.x, e.y, e.z);
GL11.glEnd();
renderer.endDebugRender();
}
Note: initDebugRender() and endDebugRender() bind and unbind the associated shader as well as in the initDebugRender i set the view and projection matrices.
I would like to know if this would actually work?
Because i see nothing when trying it.
Shader Code: http://pastebin.com/0S7yzA47