From 130c0dda318335d70e1d26de6625fb1bc46112ee Mon Sep 17 00:00:00 2001 From: Brad Davis Date: Fri, 10 Jun 2016 10:09:09 -0700 Subject: [PATCH] PR feedback --- .../display-plugins/src/display-plugins/OpenGLDisplayPlugin.h | 2 +- .../src/display-plugins/hmd/HmdDisplayPlugin.cpp | 3 +++ 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.h b/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.h index ec8aa45840..02a30a2570 100644 --- a/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.h +++ b/libraries/display-plugins/src/display-plugins/OpenGLDisplayPlugin.h @@ -152,7 +152,7 @@ protected: } private: - // Any resource shared by the main thread and the presntaion thread must + // Any resource shared by the main thread and the presentation thread must // be serialized through this mutex mutable Mutex _presentMutex; ProgramPtr _activeProgram; diff --git a/libraries/display-plugins/src/display-plugins/hmd/HmdDisplayPlugin.cpp b/libraries/display-plugins/src/display-plugins/hmd/HmdDisplayPlugin.cpp index ce1a42971e..9b71d3703b 100644 --- a/libraries/display-plugins/src/display-plugins/hmd/HmdDisplayPlugin.cpp +++ b/libraries/display-plugins/src/display-plugins/hmd/HmdDisplayPlugin.cpp @@ -408,9 +408,11 @@ bool HmdDisplayPlugin::setHandLaser(uint32_t hands, HandLaserMode mode, const ve } }); // FIXME defer to a child class plugin to determine if hand lasers are actually + // available based on the presence or absence of hand controllers return true; } +// FIXME try to consolidate the duplication of logic between this function and a similar one in CompsitorHelper. static float calculateRayUiCollisionDistance(const glm::mat4& headPose, const glm::vec3& position, const glm::vec3& direction) { auto relativePosition4 = glm::inverse(headPose) * vec4(position, 1); auto relativePosition = vec3(relativePosition4) / relativePosition4.w; @@ -418,6 +420,7 @@ static float calculateRayUiCollisionDistance(const glm::mat4& headPose, const gl if (glm::abs(glm::length2(relativeDirection) - 1.0f) > EPSILON) { relativeDirection = glm::normalize(relativeDirection); } + // FIXME fetch the actual UI radius from... somewhere? float uiRadius = 1.0f; float instersectionDistance; if (!glm::intersectRaySphere(relativePosition, relativeDirection, vec3(0), uiRadius * uiRadius, instersectionDistance)) {