Merge pull request #1363 from ZappoMan/edit_particles

Add shadows and only render local toy ball if one has been created
This commit is contained in:
Philip Rosedale 2013-12-12 17:51:54 -08:00
commit 1c4f02d568
3 changed files with 2 additions and 2 deletions

View file

@ -2920,6 +2920,7 @@ void Application::updateShadowMap() {
glTranslatef(translation.x, translation.y, translation.z);
renderAvatars(true);
_particles.render();
glPopMatrix();

View file

@ -377,7 +377,7 @@ void Hand::render( bool isMine) {
}
// Render toy ball
if (isMine) {
if (isMine && _hasToyBall) {
glPushMatrix();
glColor3f(1, 0, 0);
glTranslatef(_toyBallPosition.x, _toyBallPosition.y, _toyBallPosition.z);

View file

@ -887,7 +887,6 @@ int Octree::encodeTreeBitstreamRecursion(OctreeElement* node,
unsigned char childrenExistInTreeBits = 0;
unsigned char childrenExistInPacketBits = 0;
unsigned char childrenColoredBits = 0;
const int BYTES_PER_COLOR = 3;
// Make our local buffer large enough to handle writing at this level in case we need to.
LevelDetails thisLevelKey = packetData->startLevel();