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Don't render neck/neck base when blend face is active.
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3 changed files with 10 additions and 0 deletions
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@ -699,6 +699,10 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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SKIN_COLOR[1] - _bodyBall[b].touchForce * 0.2f,
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
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SKIN_COLOR[2] - _bodyBall[b].touchForce * 0.1f);
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if (b == BODY_BALL_NECK_BASE && _head.getBlendFace().isActive()) {
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continue; // don't render the neck if we have a face model
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}
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if ((b != BODY_BALL_HEAD_TOP )
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if ((b != BODY_BALL_HEAD_TOP )
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&& (b != BODY_BALL_HEAD_BASE )) {
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&& (b != BODY_BALL_HEAD_BASE )) {
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glPushMatrix();
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glPushMatrix();
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@ -30,6 +30,8 @@ public:
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BlendFace(Head* owningHead);
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BlendFace(Head* owningHead);
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~BlendFace();
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~BlendFace();
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bool isActive() const { return _iboID != 0; }
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bool render(float alpha);
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bool render(float alpha);
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Q_INVOKABLE void setModelURL(const QUrl& url);
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Q_INVOKABLE void setModelURL(const QUrl& url);
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@ -567,6 +567,10 @@ void MyAvatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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alpha);
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alpha);
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}
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}
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if (b == BODY_BALL_NECK_BASE && _head.getBlendFace().isActive()) {
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continue; // don't render the neck if we have a face model
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}
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if ((b != BODY_BALL_HEAD_TOP )
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if ((b != BODY_BALL_HEAD_TOP )
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&& (b != BODY_BALL_HEAD_BASE )) {
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&& (b != BODY_BALL_HEAD_BASE )) {
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glPushMatrix();
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glPushMatrix();
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