From 168e8e8b808f6c03af5c1f0653fe71d252044266 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Tue, 24 Mar 2015 08:31:45 -0700 Subject: [PATCH] more fixes to avatar parts not rendering --- libraries/render-utils/src/Model.cpp | 34 ++++++++++++++-------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index d640876086..873f458ccf 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -725,7 +725,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) { const float DEFAULT_ALPHA_THRESHOLD = 0.5f; - //renderMeshes(RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, book isSkinned, args); + //renderMeshes(batch, mode, translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned, args, forceRenderMeshes); int opaqueMeshPartsRendered = 0; opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args, true); opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args, true); @@ -753,14 +753,14 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) { int translucentMeshPartsRendered = 0; const float MOSTLY_OPAQUE_THRESHOLD = 0.75f; - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args, true); GLBATCH(glDisable)(GL_ALPHA_TEST); GLBATCH(glEnable)(GL_BLEND); @@ -777,14 +777,14 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) { if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) { const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f; - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args); - translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args, true); + translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args, true); } GLBATCH(glDepthMask)(true);