Fix rendering of look-at avatar sphere

postLighting is never true.
This commit is contained in:
David Rowe 2015-07-01 22:45:13 -07:00
parent 3564499824
commit 0df9ebeda3

View file

@ -451,6 +451,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
if (renderBounding && shouldRenderHead(renderArgs)) {
_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
}
}
// If this is the avatar being looked at, render a little ball above their head
if (_isLookAtTarget && Menu::getInstance()->isOptionChecked(MenuOption::RenderFocusIndicator)) {
@ -469,7 +470,6 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
DependencyManager::get<DeferredLightingEffect>()->renderSolidSphere(batch, LOOK_AT_INDICATOR_RADIUS
, 15, 15, LOOK_AT_INDICATOR_COLOR);
}
}
// quick check before falling into the code below:
// (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m)