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use glm::abs() instead of absf()
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@ -211,7 +211,7 @@ void OtherAvatar::simulate(float deltaTime, bool inView) {
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// Fading in
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_displayNameAlpha = 1.0f - (1.0f - _displayNameAlpha) * coef;
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}
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_displayNameAlpha = absf(_displayNameAlpha - _displayNameTargetAlpha) < 0.01f ? _displayNameTargetAlpha : _displayNameAlpha;
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_displayNameAlpha = glm::abs(_displayNameAlpha - _displayNameTargetAlpha) < 0.01f ? _displayNameTargetAlpha : _displayNameAlpha;
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}
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{
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