Update blue audio sphere name and angle to draw at

This commit is contained in:
Ryan Huffman 2014-08-19 19:40:27 -07:00
parent 3b7260c434
commit 42de56381a
3 changed files with 4 additions and 4 deletions

View file

@ -390,7 +390,7 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderHeadCollisionShapes);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::RenderBoundingCollisionShapes);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::CollideAsRagdoll);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::BlueAudioMeter, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::BlueSpeechSphere, 0, true);
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::LookAtVectors, 0, false);
#ifdef HAVE_FACESHIFT

View file

@ -342,7 +342,7 @@ namespace MenuOption {
const QString AvatarsReceiveShadows = "Avatars Receive Shadows";
const QString Bandwidth = "Bandwidth Display";
const QString BandwidthDetails = "Bandwidth Details";
const QString BlueAudioMeter = "Blue Sphere While Speaking";
const QString BlueSpeechSphere = "Blue Sphere While Speaking";
const QString BuckyBalls = "Bucky Balls";
const QString CascadedShadows = "Cascaded";
const QString Chat = "Chat...";

View file

@ -368,12 +368,12 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
// quick check before falling into the code below:
// (a 10 degree breadth of an almost 2 meter avatar kicks in at about 12m)
const float MIN_VOICE_SPHERE_DISTANCE = 12.0f;
if (Menu::getInstance()->isOptionChecked(MenuOption::BlueAudioMeter)
if (Menu::getInstance()->isOptionChecked(MenuOption::BlueSpeechSphere)
&& distanceToTarget > MIN_VOICE_SPHERE_DISTANCE) {
// render voice intensity sphere for avatars that are farther away
const float MAX_SPHERE_ANGLE = 10.0f * RADIANS_PER_DEGREE;
const float MIN_SPHERE_ANGLE = 1.0f * RADIANS_PER_DEGREE;
const float MIN_SPHERE_ANGLE = 0.5f * RADIANS_PER_DEGREE;
const float MIN_SPHERE_SIZE = 0.01f;
const float SPHERE_LOUDNESS_SCALING = 0.0005f;
const float SPHERE_COLOR[] = { 0.5f, 0.8f, 0.8f };