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remove debugging and profiling
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b937eff582
commit
3830649990
2 changed files with 2 additions and 8 deletions
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@ -645,8 +645,6 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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}
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}
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void Avatar::fixupModelsInScene() {
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void Avatar::fixupModelsInScene() {
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#define ADEBUG
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#ifdef ADEBUG
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_attachmentsToDelete.clear();
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_attachmentsToDelete.clear();
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// check to see if when we added our models to the scene they were ready, if they were not ready, then
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// check to see if when we added our models to the scene they were ready, if they were not ready, then
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@ -670,7 +668,6 @@ void Avatar::fixupModelsInScene() {
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_attachmentsToDelete.insert(_attachmentsToDelete.end(), _attachmentsToRemove.begin(), _attachmentsToRemove.end());
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_attachmentsToDelete.insert(_attachmentsToDelete.end(), _attachmentsToRemove.begin(), _attachmentsToRemove.end());
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_attachmentsToRemove.clear();
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_attachmentsToRemove.clear();
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scene->enqueuePendingChanges(pendingChanges);
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scene->enqueuePendingChanges(pendingChanges);
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#endif // ADEBUG
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}
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}
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bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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@ -929,11 +929,8 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
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buildAbsoluteRigPoses(_internalPoseSet._relativePoses, _internalPoseSet._absolutePoses);
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buildAbsoluteRigPoses(_internalPoseSet._relativePoses, _internalPoseSet._absolutePoses);
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// copy internal poses to external poses
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// copy internal poses to external poses
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{
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QWriteLocker writeLock(&_externalPoseSetLock);
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PerformanceTimer perfTimer("copy");
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_externalPoseSet = _internalPoseSet;
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QWriteLocker writeLock(&_externalPoseSetLock);
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_externalPoseSet = _internalPoseSet;
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}
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}
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}
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void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
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void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
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