fixing reversed lookat, rendering for all avatars

This commit is contained in:
Philip Rosedale 2013-06-13 14:33:09 -07:00
parent 8af0da754f
commit 1556886a64

View file

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