fix detailed ray picking against models

This commit is contained in:
ZappoMan 2015-06-15 12:48:51 -07:00
parent 03409fa7d8
commit 1c3b484466

View file

@ -1761,7 +1761,7 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
}
AABox Model::getPartBounds(int meshIndex, int partIndex) {
if (!_calculatedMeshPartBoxesValid) {
if (!_calculatedMeshPartBoxesValid || !_calculatedMeshBoxesValid) {
recalculateMeshBoxes(true);
}
@ -1802,7 +1802,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
// we always need these properly calculated before we can render, this will likely already have been done
// since the engine will call our getPartBounds() before rendering us.
if (!_calculatedMeshPartBoxesValid) {
if (!_calculatedMeshPartBoxesValid || !_calculatedMeshBoxesValid) {
recalculateMeshBoxes(true);
}
auto textureCache = DependencyManager::get<TextureCache>();