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Merge pull request #5118 from ZappoMan/cullingBugs
fix some avatar part culling issues
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commit
243b9ee8cf
2 changed files with 10 additions and 1 deletions
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@ -161,6 +161,10 @@ void Stats::drawBackground(unsigned int rgba, int x, int y, int width, int heigh
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((rgba >> 8) & 0xff) / 255.0f,
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(rgba & 0xff) / 255.0f);
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// FIX ME: is this correct? It seems to work to fix textures bleeding into us...
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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DependencyManager::get<GeometryCache>()->renderQuad(x, y, width, height, color);
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}
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@ -1783,8 +1783,13 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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//
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// return calculateScaledOffsetAABox(_calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)]);
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//
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// NOTE: we also don't want to use the _calculatedMeshBoxes[] because they don't handle avatar moving correctly
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// without recalculating them...
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// return _calculatedMeshBoxes[meshIndex];
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//
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// If we not skinned use the bounds of the subMesh for all it's parts
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return _calculatedMeshBoxes[meshIndex];
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const FBXMesh& mesh = _geometry->getFBXGeometry().meshes.at(meshIndex);
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return calculateScaledOffsetExtents(mesh.meshExtents);
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}
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return AABox();
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}
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