+/*
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glBegin(GL_POINTS);
+ for (int i=0; i<500; i++) {
+ Vec3 p;
+ p.x = (float)rand() / RAND_MAX * 8 - 4;
+ p.y = (float)rand() / RAND_MAX * 4;
+ p.z = 0;
+
+ Vec3 tmp = inverse(head_xform) * p;
+ if(coll_sphere.contains(tmp)) {
+ glColor3f(1, 0, 0);
+ }
+ else glColor3f(0, 1, 0);
+
+ glVertex3f(p.x, p.y, p.z);
+ }
+ glEnd();
+ glPopAttrib();
+*/
+