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Better radius.
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1 changed files with 1 additions and 1 deletions
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@ -533,7 +533,7 @@ void Application::paintGL() {
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// if the head would intersect the near clip plane, we must push the camera out
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// if the head would intersect the near clip plane, we must push the camera out
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glm::vec3 relativePosition = glm::inverse(_myCamera.getTargetRotation()) *
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glm::vec3 relativePosition = glm::inverse(_myCamera.getTargetRotation()) *
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(eyePosition - _myCamera.getTargetPosition());
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(eyePosition - _myCamera.getTargetPosition());
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const float PUSHBACK_RADIUS = 0.01f;
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const float PUSHBACK_RADIUS = 0.2f;
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float pushback = relativePosition.z + _myCamera.getNearClip() +
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float pushback = relativePosition.z + _myCamera.getNearClip() +
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_myAvatar->getScale() * PUSHBACK_RADIUS - _myCamera.getDistance();
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_myAvatar->getScale() * PUSHBACK_RADIUS - _myCamera.getDistance();
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if (pushback > 0.0f) {
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if (pushback > 0.0f) {
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