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* Renamed enqueueLocationChange to updateRenderItems * Call updateRenderItems when models are added to the scene. This will fix entity render bounds being incorrect when they are first added to the scene, then later being correct after a position update. * Renamed getMeshPartBound to getRenderableMeshBound. * Avatar now uses getRenderableMeshBound() to do boundingRadius vs frustum check. * Model::getRenderableMeshBound now returns a more accurate bound, because it is the same one used for rendering. This will fix avatar freezing, when they are in the corner of your frustum. This was due to matrices not being updated because the avatar had to a small bounding sphere. |
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CMakeLists.txt |