diff --git a/interface/src/ui/Stats.cpp b/interface/src/ui/Stats.cpp index 32df75c46d..8d098b4dc8 100644 --- a/interface/src/ui/Stats.cpp +++ b/interface/src/ui/Stats.cpp @@ -161,6 +161,10 @@ void Stats::drawBackground(unsigned int rgba, int x, int y, int width, int heigh ((rgba >> 8) & 0xff) / 255.0f, (rgba & 0xff) / 255.0f); + // FIX ME: is this correct? It seems to work to fix textures bleeding into us... + glBindTexture(GL_TEXTURE_2D, 0); + glDisable(GL_TEXTURE_2D); + DependencyManager::get()->renderQuad(x, y, width, height, color); } diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 2379058b92..865c225445 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -1783,8 +1783,13 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) { // // return calculateScaledOffsetAABox(_calculatedMeshPartBoxes[QPair(meshIndex, partIndex)]); // + // NOTE: we also don't want to use the _calculatedMeshBoxes[] because they don't handle avatar moving correctly + // without recalculating them... + // return _calculatedMeshBoxes[meshIndex]; + // // If we not skinned use the bounds of the subMesh for all it's parts - return _calculatedMeshBoxes[meshIndex]; + const FBXMesh& mesh = _geometry->getFBXGeometry().meshes.at(meshIndex); + return calculateScaledOffsetExtents(mesh.meshExtents); } return AABox(); }