mirror of
https://github.com/lubosz/overte.git
synced 2025-04-24 03:53:52 +02:00
Use a default eye diameter for models without eyes, e.g., the masks
This commit is contained in:
parent
68254c1ff0
commit
7c4f6b665b
1 changed files with 13 additions and 6 deletions
|
@ -468,22 +468,29 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
if (alpha > 0.0f) {
|
||||
QSharedPointer<NetworkGeometry> geometry = getHead()->getFaceModel().getGeometry();
|
||||
if (geometry) {
|
||||
const float DEFAULT_EYE_DIAMETER = 0.048f; // Typical human eye
|
||||
const float RADIUS_INCREMENT = 0.005f;
|
||||
Transform transform;
|
||||
|
||||
glm::vec3 position = getHead()->getLeftEyePosition();
|
||||
transform.setTranslation(position);
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch,
|
||||
geometry->getFBXGeometry().leftEyeSize * _scale / 2.0f + RADIUS_INCREMENT, 15, 15,
|
||||
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
|
||||
float eyeDiameter = geometry->getFBXGeometry().leftEyeSize;
|
||||
if (eyeDiameter == 0.0f) {
|
||||
eyeDiameter = DEFAULT_EYE_DIAMETER;
|
||||
}
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch,
|
||||
eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha));
|
||||
|
||||
position = getHead()->getRightEyePosition();
|
||||
transform.setTranslation(position);
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch,
|
||||
geometry->getFBXGeometry().rightEyeSize * _scale / 2.0f + RADIUS_INCREMENT, 15, 15,
|
||||
glm::vec4(LOOKING_AT_ME_COLOR, alpha));
|
||||
eyeDiameter = geometry->getFBXGeometry().rightEyeSize;
|
||||
if (eyeDiameter == 0.0f) {
|
||||
eyeDiameter = DEFAULT_EYE_DIAMETER;
|
||||
}
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch,
|
||||
eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT, 15, 15, glm::vec4(LOOKING_AT_ME_COLOR, alpha));
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue