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Undone a change to try to prevent the decay effect in the text rendering
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438131f3e9
commit
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2 changed files with 5 additions and 19 deletions
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@ -368,19 +368,10 @@ void Avatar::renderDisplayName() {
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glTranslatef(textPosition.x, textPosition.y, textPosition.z);
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glm::dmat4 modelViewMatrix2;
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glGetDoublev(GL_MODELVIEW_MATRIX, (GLdouble*)&modelViewMatrix2);
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modelViewMatrix2[0][0] = 1;
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modelViewMatrix2[1][1] = 1;
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modelViewMatrix2[2][2] = 1;
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modelViewMatrix2[0][1] = modelViewMatrix2[0][2] = 0;
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modelViewMatrix2[1][0] = modelViewMatrix2[1][2] = 0;
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modelViewMatrix2[2][0] = modelViewMatrix2[2][1] = 0;
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glLoadMatrixd((GLdouble*)&modelViewMatrix2);
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// we need "always facing camera": we must remove the camera rotation from the stack
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// glm::quat rotation = Application::getInstance()->getCamera()->getRotation();
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// glm::vec3 axis = glm::axis(rotation);
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// glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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glm::quat rotation = Application::getInstance()->getCamera()->getRotation();
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glm::vec3 axis = glm::axis(rotation);
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glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
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// We project a unit vector and check the difference in screen coordinates, to check which is the
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@ -434,14 +425,9 @@ void Avatar::renderDisplayName() {
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glPolygonOffset(1.0f, 1.0f);
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glColor4f(0.2f, 0.2f, 0.2f, _displayNameAlpha * DISPLAYNAME_BACKGROUND_ALPHA / DISPLAYNAME_ALPHA);
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// glColor4f(1.0f, 0.2f, 0.2f, 1.0f);
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// glScalef(10,10, 1);
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renderBeverCornersRect(left, bottom, right - left, top - bottom, 3);
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glColor4f(0.93f, 0.93f, 0.93f, _displayNameAlpha);
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QByteArray ba = _displayName.toLocal8Bit();
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const char* text = ba.data();
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@ -83,7 +83,7 @@ void AvatarManager::renderAvatars(bool forceRenderMyHead, bool selfAvatarOnly) {
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avatar->init();
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}
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if (avatar == static_cast<Avatar*>(_myAvatar.data())) {
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avatar->render();
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_myAvatar->render(forceRenderMyHead);
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} else {
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avatar->render();
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}
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