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Fix rendering of look-at avatar sphere
postLighting is never true.
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1 changed files with 16 additions and 16 deletions
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@ -451,6 +451,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
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if (renderBounding && shouldRenderHead(renderArgs)) {
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_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
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}
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}
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// If this is the avatar being looked at, render a little ball above their head
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if (_isLookAtTarget && Menu::getInstance()->isOptionChecked(MenuOption::RenderFocusIndicator)) {
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@ -469,7 +470,6 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, LOOK_AT_INDICATOR_RADIUS
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, 15, 15, LOOK_AT_INDICATOR_COLOR);
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}
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}
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// quick check before falling into the code below:
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// (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m)
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