remove debugging and profiling

This commit is contained in:
Andrew Meadows 2016-12-16 08:46:11 -08:00
parent b937eff582
commit 3830649990
2 changed files with 2 additions and 8 deletions

View file

@ -645,8 +645,6 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
} }
void Avatar::fixupModelsInScene() { void Avatar::fixupModelsInScene() {
#define ADEBUG
#ifdef ADEBUG
_attachmentsToDelete.clear(); _attachmentsToDelete.clear();
// check to see if when we added our models to the scene they were ready, if they were not ready, then // check to see if when we added our models to the scene they were ready, if they were not ready, then
@ -670,7 +668,6 @@ void Avatar::fixupModelsInScene() {
_attachmentsToDelete.insert(_attachmentsToDelete.end(), _attachmentsToRemove.begin(), _attachmentsToRemove.end()); _attachmentsToDelete.insert(_attachmentsToDelete.end(), _attachmentsToRemove.begin(), _attachmentsToRemove.end());
_attachmentsToRemove.clear(); _attachmentsToRemove.clear();
scene->enqueuePendingChanges(pendingChanges); scene->enqueuePendingChanges(pendingChanges);
#endif // ADEBUG
} }
bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const { bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {

View file

@ -929,11 +929,8 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
buildAbsoluteRigPoses(_internalPoseSet._relativePoses, _internalPoseSet._absolutePoses); buildAbsoluteRigPoses(_internalPoseSet._relativePoses, _internalPoseSet._absolutePoses);
// copy internal poses to external poses // copy internal poses to external poses
{ QWriteLocker writeLock(&_externalPoseSetLock);
PerformanceTimer perfTimer("copy"); _externalPoseSet = _internalPoseSet;
QWriteLocker writeLock(&_externalPoseSetLock);
_externalPoseSet = _internalPoseSet;
}
} }
void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority, void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,