use glm::abs() instead of absf()

This commit is contained in:
Andrew Meadows 2019-01-10 10:15:39 -08:00
parent f7b7db5ab4
commit 16da42723e

View file

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