diff --git a/src/Renderer.c b/src/Renderer.c index 009b82f..823ac43 100644 --- a/src/Renderer.c +++ b/src/Renderer.c @@ -127,8 +127,7 @@ INTERNAL void renderObject(Renderer *renderer, v2 pos, v2 size, f32 rotate, void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size, f32 rotate, Texture *tex, v4 texRect, v4 color) { - v4 quadRect = math_getRect(pos, size); - RenderQuad quad = createTexQuad(renderer, quadRect, texRect, tex); + RenderQuad quad = createDefaultTexQuad(renderer, texRect, tex); updateBufferObject(renderer, &quad, 1); // NOTE(doyle): Get the origin of cameraBounds in world space, bottom left diff --git a/src/WorldTraveller.c b/src/WorldTraveller.c index 6d32c52..312a2d5 100644 --- a/src/WorldTraveller.c +++ b/src/WorldTraveller.c @@ -477,9 +477,10 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt) #endif Texture *emptyTex = asset_getTexture(assetManager, texlist_empty); - renderer_rect(renderer, cameraBounds, hero->pos, - V2(distance, 100.0f), 0, emptyTex, V4(0, 1, 1, 0), - V4(1, 0, 0, 1)); + v2 heroCenter = v2_add(hero->pos, v2_scale(hero->size, 0.5f)); + renderer_rect(renderer, cameraBounds, heroCenter, + V2(distance, 10.0f), 0, emptyTex, V4(0, 1, 1, 0), + V4(1, 0, 0, 0.5f)); } }