diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 714c4d94d2..c52e990605 100755 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -1379,6 +1379,17 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) { for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) { float alpha = getBallRenderAlpha(b, lookingInMirror); + // When in rave glove mode, don't show the arms at all. + if (_hand.isRaveGloveActive()) { + if (b == BODY_BALL_LEFT_ELBOW + || b == BODY_BALL_LEFT_WRIST + || b == BODY_BALL_LEFT_FINGERTIPS + || b == BODY_BALL_RIGHT_ELBOW + || b == BODY_BALL_RIGHT_WRIST + || b == BODY_BALL_RIGHT_FINGERTIPS) { + continue; + } + } // Always render other people, and render myself when beyond threshold distance if (b == BODY_BALL_HEAD_BASE) { // the head is rendered as a special if (alpha > 0.0f) { diff --git a/interface/src/avatar/Hand.cpp b/interface/src/avatar/Hand.cpp index 43b7bfc2e3..b960f8e56b 100755 --- a/interface/src/avatar/Hand.cpp +++ b/interface/src/avatar/Hand.cpp @@ -64,10 +64,10 @@ void Hand::simulate(float deltaTime, bool isMine) { } void Hand::calculateGeometry() { - glm::vec3 offset(0.2, -0.2, -0.3); // place the hand in front of the face where we can see it + const glm::vec3 leapHandsOffsetFromFace(0.0, -0.2, -0.3); // place the hand in front of the face where we can see it Head& head = _owningAvatar->getHead(); - _basePosition = head.getPosition() + head.getOrientation() * offset; + _basePosition = head.getPosition() + head.getOrientation() * leapHandsOffsetFromFace; _baseOrientation = head.getOrientation(); // generate finger tip balls.... @@ -154,8 +154,10 @@ void Hand::render(bool lookingInMirror) { if ( SHOW_LEAP_HAND ) { //renderLeapHands(); - renderLeapFingerTrails(); - renderLeapHandSpheres(); + if (!isRaveGloveActive()) { + renderLeapFingerTrails(); + renderLeapHandSpheres(); + } } }