From 832e81b45fb7fff5e9e25c85b36d61c9734607bd Mon Sep 17 00:00:00 2001 From: Philip Rosedale Date: Fri, 12 Jul 2013 17:00:47 -0700 Subject: [PATCH] Less skeleton averaging, can see first person arms --- interface/src/Avatar.cpp | 6 +++--- interface/src/Webcam.cpp | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index 88559ffdb1..881b436bf2 100755 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -92,7 +92,7 @@ Avatar::Avatar(Node* owningNode) : _mouseRayOrigin(0.0f, 0.0f, 0.0f), _mouseRayDirection(0.0f, 0.0f, 0.0f), _interactingOther(NULL), - _isMouseTurningRight(false), + _isMouseTurningRight(false), _elapsedTimeMoving(0.0f), _elapsedTimeStopped(0.0f), _elapsedTimeSinceCollision(0.0f), @@ -1222,8 +1222,8 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const { } float Avatar::getBallRenderAlpha(int ball, bool lookingInMirror) const { - const float RENDER_OPAQUE_OUTSIDE = 1.25f; // render opaque if greater than this distance - const float DO_NOT_RENDER_INSIDE = 0.75f; // do not render if less than this distance + const float RENDER_OPAQUE_OUTSIDE = 0.25f; // render opaque if greater than this distance + const float DO_NOT_RENDER_INSIDE = 0.25f; // do not render if less than this distance float distanceToCamera = glm::length(Application::getInstance()->getCamera()->getPosition() - _bodyBall[ball].position); return (lookingInMirror || !isMyAvatar()) ? 1.0f : glm::clamp( (distanceToCamera - DO_NOT_RENDER_INSIDE) / (RENDER_OPAQUE_OUTSIDE - DO_NOT_RENDER_INSIDE), 0.f, 1.f); diff --git a/interface/src/Webcam.cpp b/interface/src/Webcam.cpp index 169151861c..0d417583d2 100644 --- a/interface/src/Webcam.cpp +++ b/interface/src/Webcam.cpp @@ -215,7 +215,7 @@ void Webcam::setFrame(const Mat& frame, int format, const Mat& depth, const Rota if (!_joints[i].isValid) { continue; } - const float JOINT_SMOOTHING = 0.9f; + const float JOINT_SMOOTHING = 0.5f; _estimatedJoints[i].isValid = true; _estimatedJoints[i].position = glm::mix(_joints[i].position - origin, _estimatedJoints[i].position, JOINT_SMOOTHING);