When no hovered voxel, lookAt vectors point to distant horizon

This commit is contained in:
Philip Rosedale 2013-08-02 16:37:49 -07:00
parent 639b6be01a
commit 936209fd31

View file

@ -2162,7 +2162,8 @@ void Application::update(float deltaTime) {
_myAvatar.getHead().setLookAtPosition(lookAtSpot);
} else {
// Just look in direction of the mouse ray
glm::vec3 myLookAtFromMouse(mouseRayOrigin + mouseRayDirection);
const float FAR_AWAY_STARE = TREE_SCALE;
glm::vec3 myLookAtFromMouse(mouseRayOrigin + mouseRayDirection * FAR_AWAY_STARE);
_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
}
@ -2855,8 +2856,9 @@ void Application::displaySide(Camera& whichCamera) {
_myAvatar.getHead().setLookAtPosition(_myCamera.getPosition());
}
_myAvatar.render(_lookingInMirror->isChecked(), _renderAvatarBalls->isChecked());
_myAvatar.setDisplayingLookatVectors(_renderLookatOn->isChecked());
if (_renderLookatIndicatorOn->isChecked() && _isLookingAtOtherAvatar) {
if (_renderLookatIndicatorOn->isChecked()) {
renderLookatIndicator(_lookatOtherPosition, whichCamera);
}
}