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temporary hack to work around model scale data corruption
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1 changed files with 5 additions and 1 deletions
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@ -99,7 +99,11 @@ void ParticleTreeRenderer::renderElement(OctreeElement* element, RenderArgs* arg
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// TODO: need to figure out correct scale adjust, this was arbitrarily set to make a couple models work
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// TODO: need to figure out correct scale adjust, this was arbitrarily set to make a couple models work
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const float MODEL_SCALE = 0.00575f;
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const float MODEL_SCALE = 0.00575f;
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glm::vec3 scale(1.0f,1.0f,1.0f);
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glm::vec3 scale(1.0f,1.0f,1.0f);
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model->setScale(scale * MODEL_SCALE * radius * particle.getModelScale());
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// TODO: There is some kind of a bug in packing of the particle packets which is causing modelscale to
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// sometimes be garbage. We will temporarily make it always 1.0
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float modelScale = 1.0f; /// particle.getModelScale()
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model->setScale(scale * MODEL_SCALE * radius * modelScale);
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model->simulate(0.0f);
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model->simulate(0.0f);
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model->render(alpha); // TODO: should we allow particles to have alpha on their models?
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model->render(alpha); // TODO: should we allow particles to have alpha on their models?
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