From 1bffaa262d36f1f3a23a6081299e3b44f722fbae Mon Sep 17 00:00:00 2001 From: David Rowe Date: Mon, 29 Sep 2014 15:46:22 -0700 Subject: [PATCH] Reference camera object rather than copy it --- interface/src/Application.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 0fd7ae96d1..57a0bb336d 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -650,7 +650,7 @@ void Application::paintGL() { // Why have two cameras? Well, one reason is that because in the case of the renderViewFrustum() // code, we want to keep the state of "myCamera" intact, so we can render what the view frustum of // myCamera is. But we also want to do meaningful camera transforms on OpenGL for the offset camera - Camera whichCamera = _myCamera; + Camera* whichCamera = &_myCamera; if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayFrustum)) { @@ -664,7 +664,7 @@ void Application::paintGL() { _viewFrustumOffsetCamera.setDistance(viewFrustumOffset.distance); _viewFrustumOffsetCamera.initialize(); // force immediate snap to ideal position and orientation _viewFrustumOffsetCamera.update(1.f/_fps); - whichCamera = _viewFrustumOffsetCamera; + whichCamera = &_viewFrustumOffsetCamera; } if (Menu::getInstance()->getShadowsEnabled()) { @@ -677,15 +677,15 @@ void Application::paintGL() { glClear(GL_COLOR_BUFFER_BIT); //When in mirror mode, use camera rotation. Otherwise, use body rotation - if (whichCamera.getMode() == CAMERA_MODE_MIRROR) { - OculusManager::display(whichCamera.getRotation(), whichCamera.getPosition(), whichCamera); + if (whichCamera->getMode() == CAMERA_MODE_MIRROR) { + OculusManager::display(whichCamera->getRotation(), whichCamera->getPosition(), *whichCamera); } else { - OculusManager::display(_myAvatar->getWorldAlignedOrientation(), _myAvatar->getDefaultEyePosition(), whichCamera); + OculusManager::display(_myAvatar->getWorldAlignedOrientation(), _myAvatar->getDefaultEyePosition(), *whichCamera); } } else if (TV3DManager::isConnected()) { - TV3DManager::display(whichCamera); + TV3DManager::display(*whichCamera); } else { _glowEffect.prepare(); @@ -693,7 +693,7 @@ void Application::paintGL() { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - displaySide(whichCamera); + displaySide(*whichCamera); glPopMatrix(); if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {