remove some debug code

This commit is contained in:
Andrew Meadows 2016-12-20 14:00:25 -08:00
parent 03114fa610
commit 1788d19260
2 changed files with 5 additions and 17 deletions

View file

@ -570,29 +570,19 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
const QString TEST_SCRIPT = "--testScript";
const QString TRACE_FILE = "--traceFile";
const QStringList args = arguments();
std::cout << "adebug args.size() = " << args.size() << std::endl; // adebug
for (int i = 0; i < args.size(); ++i) {
std::cout << i << " adebug '" << args.at(i).toStdString() << std::endl; // adebug
for (int i = 0; i < args.size() - 1; ++i) {
if (args.at(i) == TEST_SCRIPT) {
QString testScriptPath = args.at(i + 1);
std::cout << "adebug given test script '" << testScriptPath.toStdString() << "'" << std::endl; // adebug
if (QFileInfo(testScriptPath).exists()) {
setProperty(hifi::properties::TEST, QUrl::fromLocalFile(testScriptPath));
std::cout << "adebug found test script '" << testScriptPath.toStdString() << "'" << std::endl; // adebug
++i;
} else {
std::cout << "adebug did NOT find test script '" << testScriptPath.toStdString() << "'" << std::endl; // adebug
}
} else {
std::cout << "adebug test script not specified'" << std::endl; // adebug
if (args.at(i) == TRACE_FILE) {
} else if (args.at(i) == TRACE_FILE) {
QString traceFilePath = args.at(i + 1);
setProperty(hifi::properties::TRACING, traceFilePath);
DependencyManager::get<tracing::Tracer>()->startTracing();
}
}
}
}
_runningMarker.startRunningMarker();

View file

@ -643,7 +643,6 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
}
void Avatar::fixupModelsInScene() {
#ifdef FOO // adebug
_attachmentsToDelete.clear();
// check to see if when we added our models to the scene they were ready, if they were not ready, then
@ -667,7 +666,6 @@ void Avatar::fixupModelsInScene() {
_attachmentsToDelete.insert(_attachmentsToDelete.end(), _attachmentsToRemove.begin(), _attachmentsToRemove.end());
_attachmentsToRemove.clear();
scene->enqueuePendingChanges(pendingChanges);
#endif // adebug
}
bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {