I'm integrating Bullet Physics into my project for collision detection and have just gotten some debug draw functionality to work. However, the results are not what I'm expecting. I have tried to draw a sphere and box shape, but each time they turn out looking like below (this specific screenshot is how a btBoxShape is being rendered):

enter image description here

Relevant code is as follows:

//From CollisionWorld.h
class CollisionWorld {

    btCollisionConfiguration*   bt_collision_configuration;
    btCollisionDispatcher*      bt_dispatcher;
    btBroadphaseInterface*      bt_broadphase;
    btCollisionWorld*           bt_collision_world;
    btScalar                    scene_size = 500;
    unsigned int                max_objects = 1000;
    CollisionDebugDrawer        collision_debug_drawer;

                                CollisionWorld(bool debug = false);
    void                        draw();
    CollisionDebugDrawer&       getCollisionDebugDrawer();

//From CollisionWorld.cpp
CollisionWorld::CollisionWorld(bool debug){

    bt_collision_configuration = new btDefaultCollisionConfiguration();
    bt_dispatcher = new btCollisionDispatcher(bt_collision_configuration);

    btVector3 worldAabbMin(-scene_size, -scene_size, -scene_size);
    btVector3 worldAabbMax(scene_size, scene_size, scene_size);
    bt_broadphase = new bt32BitAxisSweep3(worldAabbMin, worldAabbMax, max_objects, 0, true);

    bt_collision_world = new btCollisionWorld(bt_dispatcher, bt_broadphase, bt_collision_configuration);
    if (debug) {

    /*btCollisionObject* sphere = new btCollisionObject();
    sphere->getWorldTransform().setOrigin(btVector3((btScalar)0, (btScalar)2, (btScalar)0));
    btSphereShape* sphere_shape = new btSphereShape(2);

    btCollisionObject* box = new btCollisionObject();
    box->getWorldTransform().setOrigin(btVector3((btScalar)0, (btScalar)2, (btScalar)4));
    btBoxShape* box_shape = new btBoxShape(btVector3((btScalar)1, (btScalar)1, (btScalar)1));



CollisionDebugDrawer& CollisionWorld::getCollisionDebugDrawer() {
    return this->collision_debug_drawer;

void CollisionWorld::draw() {

//From CollisionDebugDrawer.h
class CollisionDebugDrawer : public btIDebugDraw {

    Shader      debug_shader;

    Shader&     getDebugShader();
    void        drawLine(const btVector3& from, const btVector3& to, const btVector3& color) override;
    void        drawContactPoint(const btVector3 &, const btVector3 &, btScalar, int, const btVector3 &) override;
    void        reportErrorWarning(const char *) override;
    void        draw3dText(const btVector3 &, const char *) override;
    void        setDebugMode(int p) override;
    int         getDebugMode(void) const override;

//From CollisionDebugDrawer.cpp
CollisionDebugDrawer::CollisionDebugDrawer() :
    GlobalConstants::DEBUG_FRAGMENT_SHADER) {};

CollisionDebugDrawer::~CollisionDebugDrawer() {};

Shader& CollisionDebugDrawer::getDebugShader() {
    return this->debug_shader;

void CollisionDebugDrawer::drawLine(const btVector3& from, const btVector3& to, const btVector3& color) {

    // I know this is highly inefficient, but this is just to insure everything is working as expected,
    // I plan on implementing a better solution once everything clicks

    unsigned int VBO2, VAO2;

    GLfloat points[6];

    points[0] = from.x();
    points[1] = from.y();
    points[2] = from.z();
    points[3] = to.x();
    points[4] = to.y();
    points[5] = to.z();

    glGenVertexArrays(1, &VAO2);
    glGenBuffers(1, &VBO2);

    glBindBuffer(GL_ARRAY_BUFFER, VBO2);
    glBufferData(GL_ARRAY_BUFFER, sizeof(points), &points, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);

    glBindBuffer(GL_ARRAY_BUFFER, 0);

    glDrawArrays(GL_LINES, 0, 2);

    glDeleteBuffers(1, &VBO2);
    glDeleteVertexArrays(1, &VAO2);


void CollisionDebugDrawer::drawContactPoint(const btVector3&, const btVector3&, btScalar, int, const btVector3&) {}
void CollisionDebugDrawer::reportErrorWarning(const char*) {}
void CollisionDebugDrawer::draw3dText(const btVector3&, const char *) {}
void CollisionDebugDrawer::setDebugMode(int p) {}
int CollisionDebugDrawer::getDebugMode(void) const { return 3; } // TF is 3?

//From Scene.cpp (where all of this is called)
void Scene::render(float alpha) {

    GameState lerp_render_state = lerpRenderState(alpha);

    // Set player_actor point (debug only)
    player_actor.getModel().setTranslation(lerp_render_state.player_point.position + glm::vec3(0.0f, 0.0f, -3.0f));

    // Select a color to clear the screen with and clear screen
    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);

    // Same shader used for all models (collision_world uses it's own shader)

    // Draw the stage
    shader.setMat4("mvp", camera.getProjectionMatrix() * camera.getViewMatrix() * stage.getModel().getModelMatrix());

    // Draw the player capsule (wouldn't normally do this as capsule is for collision only)
    shader.setMat4("mvp", camera.getProjectionMatrix() * camera.getViewMatrix() * player_actor.getModel().getModelMatrix());

    // Debug draw for collision world
    collision_world.getCollisionDebugDrawer().getDebugShader().setMat4("vp", camera.getProjectionMatrix() * camera.getViewMatrix());


Does anything stick out as being horribly incorrect? I feel like this is probably something simple I've missed.

  • \$\begingroup\$ I don't really have the knowledge to take a stab at answering this anymore, but in case it helps I did successfully implement the bullet debug drawer with OpenGL a couple years ago: github.com/Chaosed0/SpiderGame/blob/master/Engine/src/Renderer/… \$\endgroup\$ – Chaosed0 Jun 12 '19 at 22:05
  • \$\begingroup\$ @Chaosed0 My answer may lie within your code! Thank you for posting this. I will take a look. \$\endgroup\$ – nullReference Jun 12 '19 at 22:51

Issue wound up being something simple as expected. I was using the incorrect value for the stride parameter in the glVertexAttribPointer function


glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), 0);

Should have been this:

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);

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