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Fix for rigidly bound mesh not being properly cauterized.
For example, sometimes in first person view, you can see the back of your avatar's eyes or the brim of your avatar's hat.
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1 changed files with 3 additions and 3 deletions
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@ -238,9 +238,9 @@ void CauterizedModel::updateRenderItems() {
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renderTransform = modelTransform;
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if (clusterTransformsCauterized.size() == 1) {
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#if defined(SKIN_DQ)
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Transform transform(clusterTransforms[0].getRotation(),
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clusterTransforms[0].getScale(),
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clusterTransforms[0].getTranslation());
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Transform transform(clusterTransformsCauterized[0].getRotation(),
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clusterTransformsCauterized[0].getScale(),
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clusterTransformsCauterized[0].getTranslation());
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renderTransform = modelTransform.worldTransform(Transform(transform));
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#else
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renderTransform = modelTransform.worldTransform(Transform(clusterTransformsCauterized[0]));
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