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fix detailed ray picking against models
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03409fa7d8
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1c3b484466
1 changed files with 2 additions and 2 deletions
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@ -1761,7 +1761,7 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
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}
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AABox Model::getPartBounds(int meshIndex, int partIndex) {
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if (!_calculatedMeshPartBoxesValid) {
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if (!_calculatedMeshPartBoxesValid || !_calculatedMeshBoxesValid) {
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recalculateMeshBoxes(true);
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}
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@ -1802,7 +1802,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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// we always need these properly calculated before we can render, this will likely already have been done
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// since the engine will call our getPartBounds() before rendering us.
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if (!_calculatedMeshPartBoxesValid) {
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if (!_calculatedMeshPartBoxesValid || !_calculatedMeshBoxesValid) {
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recalculateMeshBoxes(true);
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}
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auto textureCache = DependencyManager::get<TextureCache>();
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