diff --git a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp index 44e75e5919..437ac623e3 100644 --- a/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp +++ b/libraries/avatars-renderer/src/avatars-renderer/Avatar.cpp @@ -1604,7 +1604,7 @@ float Avatar::getUnscaledEyeHeight() const { // if we determine the mesh is much larger then the skeleton, then we use the mesh height instead. // This helps prevent absurdly large avatars from exceeding the domain height limit. - const float MESH_SLOP_RATIO = 1.5; + const float MESH_SLOP_RATIO = 1.5f; if (meshHeight > skeletonHeight * MESH_SLOP_RATIO) { return meshHeight; } else { diff --git a/libraries/avatars/src/AvatarData.cpp b/libraries/avatars/src/AvatarData.cpp index 06fe8b597b..410c57c343 100644 --- a/libraries/avatars/src/AvatarData.cpp +++ b/libraries/avatars/src/AvatarData.cpp @@ -138,11 +138,19 @@ void AvatarData::setDomainMaximumHeight(float domainMaximumHeight) { float AvatarData::getDomainMinScale() const { const float unscaledHeight = getUnscaledHeight(); + const float EPSILON = 1.0e-4f; + if (unscaledHeight <= EPSILON) { + unscaledHeight = DEFAULT_AVATAR_HEIGHT; + } return _domainMinimumHeight / unscaledHeight; } float AvatarData::getDomainMaxScale() const { const float unscaledHeight = getUnscaledHeight(); + const float EPSILON = 1.0e-4f; + if (unscaledHeight <= EPSILON) { + unscaledHeight = DEFAULT_AVATAR_HEIGHT; + } return _domainMaximumHeight / unscaledHeight; }