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Made the stick and ball radius much smaller so they don’t break through the new meshes.
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parent
719a014118
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1 changed files with 2 additions and 2 deletions
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@ -53,7 +53,7 @@ bool SkeletonModel::render(float alpha) {
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glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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glRotatef(glm::angle(rotation), axis.x, axis.y, axis.z);
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glColor4f(skinColor.r, skinColor.g, skinColor.b, alpha);
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glColor4f(skinColor.r, skinColor.g, skinColor.b, alpha);
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const float BALL_RADIUS = 0.02f;
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const float BALL_RADIUS = 0.005f;
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const int BALL_SUBDIVISIONS = 10;
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const int BALL_SUBDIVISIONS = 10;
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glutSolidSphere(BALL_RADIUS * _owningAvatar->getScale(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
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glutSolidSphere(BALL_RADIUS * _owningAvatar->getScale(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS);
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@ -67,7 +67,7 @@ bool SkeletonModel::render(float alpha) {
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glm::vec3 parentPosition;
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glm::vec3 parentPosition;
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getJointPosition(parentIndex, parentPosition);
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getJointPosition(parentIndex, parentPosition);
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const float STICK_RADIUS = BALL_RADIUS * 0.5f;
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const float STICK_RADIUS = BALL_RADIUS * 0.1f;
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Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS * _owningAvatar->getScale(),
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Avatar::renderJointConnectingCone(parentPosition, position, STICK_RADIUS * _owningAvatar->getScale(),
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STICK_RADIUS * _owningAvatar->getScale());
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STICK_RADIUS * _owningAvatar->getScale());
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}
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}
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