Made the stick and ball radius much smaller so they don’t break through the new meshes.

This commit is contained in:
Ryan 2013-10-31 08:55:37 -07:00
parent 719a014118
commit 1279f3c3bb

View file

@ -53,7 +53,7 @@ bool SkeletonModel::render(float alpha) {
glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
glColor4f(skinColor.r, skinColor.g, skinColor.b, alpha);
const float BALL_RADIUS = 0.02f;
const float BALL_RADIUS = 0.005f;
const int BALL_SUBDIVISIONS = 10;
glutSolidSphere(BALL_RADIUS * _owningAvatar->getScale(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
@ -67,7 +67,7 @@ bool SkeletonModel::render(float alpha) {
glm::vec3 parentPosition;
getJointPosition(parentIndex, parentPosition);
const float STICK_RADIUS = BALL_RADIUS * 0.5f;
const float STICK_RADIUS = BALL_RADIUS * 0.1f;
Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS * _owningAvatar->getScale(),
STICK_RADIUS * _owningAvatar->getScale());
}