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spelling change
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921a3fb8c0
commit
4c7ecba579
2 changed files with 9 additions and 9 deletions
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@ -47,7 +47,7 @@ Model::Model(QObject* parent) :
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_blendNumber(0),
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_appliedBlendNumber(0),
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_calculatedMeshBoxesValid(false),
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_meshesGroupsKnown(false) {
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_meshGroupsKnown(false) {
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// we may have been created in the network thread, but we live in the main thread
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moveToThread(Application::getInstance()->thread());
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@ -273,7 +273,7 @@ void Model::reset() {
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_jointStates[i].setRotationInConstrainedFrame(geometry.joints.at(i).rotation, 0.0f);
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}
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_meshesGroupsKnown = false;
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_meshGroupsKnown = false;
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}
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bool Model::updateGeometry() {
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@ -323,7 +323,7 @@ bool Model::updateGeometry() {
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deleteGeometry();
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_dilatedTextures.clear();
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_geometry = geometry;
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_meshesGroupsKnown = false;
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_meshGroupsKnown = false;
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setJointStates(newJointStates);
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needToRebuild = true;
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} else if (_jointStates.isEmpty()) {
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@ -426,7 +426,7 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
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}
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}
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if (!_meshesGroupsKnown) {
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if (!_meshGroupsKnown) {
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segregateMeshGroups();
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}
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@ -1247,7 +1247,7 @@ void Model::applyNextGeometry() {
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// we retain a reference to the base geometry so that its reference count doesn't fall to zero
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_baseGeometry = _nextBaseGeometry;
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_geometry = _nextGeometry;
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_meshesGroupsKnown = false;
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_meshGroupsKnown = false;
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_nextBaseGeometry.reset();
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_nextGeometry.reset();
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}
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@ -1380,7 +1380,7 @@ void Model::segregateMeshGroups() {
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qDebug() << "unexpected!!! this mesh didn't fall into any or our groups???";
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}
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}
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_meshesGroupsKnown = true;
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_meshGroupsKnown = true;
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}
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int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
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@ -1487,11 +1487,11 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
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// i is the "index" from the original networkMeshes QVector...
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foreach (int i, list) {
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// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshesGroupsKnown
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// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
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// to false to rebuild out mesh groups.
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if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
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_meshesGroupsKnown = false; // regenerate these lists next time around.
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_meshGroupsKnown = false; // regenerate these lists next time around.
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continue;
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}
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@ -335,7 +335,7 @@ private:
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void segregateMeshGroups(); // used to calculate our list of translucent vs opaque meshes
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bool _meshesGroupsKnown;
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bool _meshGroupsKnown;
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QVector<int> _meshesTranslucent;
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QVector<int> _meshesTranslucentTangents;
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