Head::render() was cruft

This commit is contained in:
Andrew Meadows 2016-03-07 15:18:33 -08:00
parent 2cbc771eba
commit 7d6424bdcc
4 changed files with 2 additions and 11 deletions

View file

@ -316,9 +316,6 @@ void Head::relaxLean(float deltaTime) {
_deltaLeanForward *= relaxationFactor;
}
void Head::render(RenderArgs* renderArgs, float alpha) {
}
void Head::renderLookAts(RenderArgs* renderArgs) {
renderLookAts(renderArgs, _leftEyePosition, _rightEyePosition);
}

View file

@ -32,7 +32,6 @@ public:
void init();
void reset();
void simulate(float deltaTime, bool isMine, bool billboard = false);
void render(RenderArgs* renderArgs, float alpha);
void setScale(float scale);
void setPosition(glm::vec3 position) { _position = position; }
void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }

View file

@ -1271,11 +1271,6 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, float glowLevel) {
fixupModelsInScene();
// Render head so long as the camera isn't inside it
if (shouldRenderHead(renderArgs)) {
getHead()->render(renderArgs, 1.0f);
}
// This is drawing the lookat vectors from our avatar to wherever we're looking.
if (qApp->isHMDMode()) {
glm::vec3 cameraPosition = qApp->getCamera()->getPosition();
@ -1356,7 +1351,6 @@ void MyAvatar::destroyAnimGraph() {
void MyAvatar::preRender(RenderArgs* renderArgs) {
render::ScenePointer scene = qApp->getMain3DScene();
const bool shouldDrawHead = shouldRenderHead(renderArgs);
if (_skeletonModel->initWhenReady(scene)) {
initHeadBones();
@ -1408,6 +1402,7 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
DebugDraw::getInstance().updateMyAvatarPos(getPosition());
DebugDraw::getInstance().updateMyAvatarRot(getOrientation());
const bool shouldDrawHead = shouldRenderHead(renderArgs);
if (shouldDrawHead != _prevShouldDrawHead) {
_skeletonModel->setCauterizeBones(!shouldDrawHead);
}

View file

@ -298,7 +298,7 @@ OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData
entityTreeElementExtraEncodeData->entities.contains(entity->getEntityItemID());
}
if (includeThisEntity) {
if (includeThisEntity || params.recurseEverything) {
// we want to use the maximum possible box for this, so that we don't have to worry about the nuance of
// simulation changing what's visible. consider the case where the entity contains an angular velocity