diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 7cf61627d6..f2462a39ec 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1924,10 +1924,15 @@ void Application::update(float deltaTime) { if (_lookatTargetAvatar && !_faceshift.isActive()) { // If the mouse is over another avatar's head... _myAvatar.getHead().setLookAtPosition(lookAtSpot); + } else if (_isHoverVoxel && !_faceshift.isActive()) { // Look at the hovered voxel lookAtSpot = getMouseVoxelWorldCoordinates(_hoverVoxel); _myAvatar.getHead().setLookAtPosition(lookAtSpot); + + } else if (_myCamera.getMode() == CAMERA_MODE_MIRROR && !_faceshift.isActive()) { + _myAvatar.getHead().setLookAtPosition(_myCamera.getPosition()); + } else { // Just look in direction of the mouse ray const float FAR_AWAY_STARE = TREE_SCALE; @@ -2784,9 +2789,6 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) { } // Render my own Avatar - if (whichCamera.getMode() == CAMERA_MODE_MIRROR && !_faceshift.isActive()) { - _myAvatar.getHead().setLookAtPosition(whichCamera.getPosition()); - } _myAvatar.render(whichCamera.getMode() == CAMERA_MODE_MIRROR, Menu::getInstance()->isOptionChecked(MenuOption::AvatarAsBalls)); _myAvatar.setDisplayingLookatVectors(Menu::getInstance()->isOptionChecked(MenuOption::LookAtVectors));