diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index d313ef9b79..2379058b92 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -1019,7 +1019,7 @@ AABox Model::calculateScaledOffsetAABox(const AABox& box) const { glm::vec3 Model::calculateScaledOffsetPoint(const glm::vec3& point) const { // we need to include any fst scaling, translation, and rotation, which is captured in the offset matrix - glm::vec3 offsetPoint = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(point, 1.0f)); /// should this be point??? + glm::vec3 offsetPoint = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(point, 1.0f)); glm::vec3 scaledPoint = ((offsetPoint + _offset) * _scale); glm::vec3 rotatedPoint = _rotation * scaledPoint; glm::vec3 translatedPoint = rotatedPoint + _translation; @@ -1840,11 +1840,11 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran glm::vec4 cubeColor; if (isSkinned) { - cubeColor = glm::vec4(0.0f,1.0f,1.0f,1.0f); + cubeColor = glm::vec4(0.0f, 1.0f, 1.0f, 1.0f); } else if (inView) { - cubeColor = glm::vec4(1.0f,0.0f,1.0f,1.0f); + cubeColor = glm::vec4(1.0f, 0.0f, 1.0f, 1.0f); } else { - cubeColor = glm::vec4(1.0f,1.0f,0.0f,1.0f); + cubeColor = glm::vec4(1.0f, 1.0f, 0.0f, 1.0f); } Transform transform;