reuse boolean results rather than recomputing them

This commit is contained in:
Andrew Meadows 2014-05-16 08:28:36 -07:00
parent 49a7f8c910
commit 337bc8b947

View file

@ -222,16 +222,14 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
updateShapePositions(); updateShapePositions();
} }
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) { if (renderSkeleton) {
_skeletonModel.renderJointCollisionShapes(0.7f); _skeletonModel.renderJointCollisionShapes(0.7f);
} }
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes) if (renderHead && shouldRenderHead(cameraPosition, renderMode)) {
&& shouldRenderHead(cameraPosition, renderMode)) {
getHead()->getFaceModel().renderJointCollisionShapes(0.7f); getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
} }
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes) if (renderBounding && shouldRenderHead(cameraPosition, renderMode)) {
&& shouldRenderHead(cameraPosition, renderMode)) {
getHead()->getFaceModel().renderBoundingCollisionShapes(0.7f); getHead()->getFaceModel().renderBoundingCollisionShapes(0.7f);
_skeletonModel.renderBoundingCollisionShapes(0.7f); _skeletonModel.renderBoundingCollisionShapes(0.7f);
} }