From 0b0c3f0be4cee9aeea4a78f2239bd247082903fb Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Tue, 20 Dec 2016 16:43:50 -0800 Subject: [PATCH] cleanup some if-logic --- libraries/render-utils/src/Model.cpp | 22 ++++++++++++---------- 1 file changed, 12 insertions(+), 10 deletions(-) diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 14c80faa96..436574a1ff 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -234,17 +234,19 @@ void Model::updateRenderItems() { render::PendingChanges pendingChanges; foreach (auto itemID, self->_modelMeshRenderItems.keys()) { pendingChanges.updateItem(itemID, [modelTransform, modelMeshOffset, deleteGeometryCounter](ModelMeshPartPayload& data) { - if (!data.hasStartedFade() && data._model && data._model->isLoaded() && data._model->getGeometry()->areTexturesLoaded()) { - data.startFade(); - } - // Ensure the model geometry was not reset between frames - if (data._model && data._model->isLoaded() && deleteGeometryCounter == data._model->_deleteGeometryCounter) { - // lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box. - data._model->updateClusterMatrices(modelTransform.getTranslation(), modelTransform.getRotation()); + if (data._model && data._model->isLoaded()) { + if (!data.hasStartedFade() && data._model->getGeometry()->areTexturesLoaded()) { + data.startFade(); + } + // Ensure the model geometry was not reset between frames + if (deleteGeometryCounter == data._model->_deleteGeometryCounter) { + // lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box. + data._model->updateClusterMatrices(modelTransform.getTranslation(), modelTransform.getRotation()); - // update the model transform and bounding box for this render item. - const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex); - data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, state.clusterMatrices); + // update the model transform and bounding box for this render item. + const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex); + data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, state.clusterMatrices); + } } }); }