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fixing reversed lookat, rendering for all avatars
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8af0da754f
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1 changed files with 2 additions and 1 deletions
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@ -1451,7 +1451,7 @@ void Application::update(float deltaTime) {
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_myAvatar.setMouseRay(mouseRayOrigin, mouseRayDirection);
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// Set where I am looking based on my mouse ray (so that other people can see)
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glm::vec3 myLookAtFromMouse(mouseRayOrigin - mouseRayDirection);
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glm::vec3 myLookAtFromMouse(mouseRayOrigin + mouseRayDirection);
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_myAvatar.getHead().setLookAtPosition(myLookAtFromMouse);
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// If we are dragging on a voxel, add thrust according to the amount the mouse is dragging
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@ -2042,6 +2042,7 @@ void Application::displaySide(Camera& whichCamera) {
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avatar->init();
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}
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avatar->render(false, _renderAvatarBalls->isChecked());
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avatar->setDisplayingLookatVectors(_renderLookatOn->isChecked());
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}
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}
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agentList->unlock();
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