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optimizations per feedback
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68ca0d921e
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2 changed files with 2 additions and 2 deletions
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@ -37,7 +37,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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Head* head = _owningAvatar->getHead();
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Head* head = _owningAvatar->getHead();
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// make sure lookAt is not too close to face (avoid crosseyes)
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// make sure lookAt is not too close to face (avoid crosseyes)
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glm::vec3 lookAt = _owningAvatar->isMyAvatar() ? head->getLookAtPosition() : head->getCorrectedLookAtPosition();
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glm::vec3 lookAt = head->getLookAtPosition();
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glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition();
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glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition();
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float focusDistance = glm::length(focusOffset);
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float focusDistance = glm::length(focusOffset);
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const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f;
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const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f;
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@ -79,7 +79,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
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Head* head = _owningAvatar->getHead();
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Head* head = _owningAvatar->getHead();
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// make sure lookAt is not too close to face (avoid crosseyes)
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// make sure lookAt is not too close to face (avoid crosseyes)
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glm::vec3 lookAt = _owningAvatar->isMyAvatar() ? head->getLookAtPosition() : head->getCorrectedLookAtPosition();
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glm::vec3 lookAt = head->getCorrectedLookAtPosition();
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glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition();
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glm::vec3 focusOffset = lookAt - _owningAvatar->getHead()->getEyePosition();
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float focusDistance = glm::length(focusOffset);
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float focusDistance = glm::length(focusOffset);
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const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f;
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const float MIN_LOOK_AT_FOCUS_DISTANCE = 1.0f;
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