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use viewFrustum position for laser pointer render filtering
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1 changed files with 4 additions and 2 deletions
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@ -568,10 +568,12 @@ void Avatar::postUpdate(float deltaTime) {
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}
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}
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void Avatar::render(RenderArgs* renderArgs) {
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void Avatar::render(RenderArgs* renderArgs) {
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auto& batch = *renderArgs->_batch;
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auto& batch = *(renderArgs->_batch);
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PROFILE_RANGE_BATCH(batch, __FUNCTION__);
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PROFILE_RANGE_BATCH(batch, __FUNCTION__);
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if (glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatarPosition(), getPosition()) < 10.0f) {
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glm::vec3 viewPos = renderArgs->getViewFrustum().getPosition();
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const float MAX_DISTANCE_SQUARED_FOR_SHOWING_POINTING_LASERS = 100.0f; // 10^2
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if (glm::distance2(viewPos, getPosition()) < MAX_DISTANCE_SQUARED_FOR_SHOWING_POINTING_LASERS) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto geometryCache = DependencyManager::get<GeometryCache>();
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// render pointing lasers
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// render pointing lasers
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