Use calculated eye position here.

This commit is contained in:
Andrzej Kapolka 2013-10-24 16:16:45 -07:00
parent 5f696bd72e
commit 4f3bacdd4c

View file

@ -1757,7 +1757,7 @@ Avatar* Application::findLookatTargetAvatar(const glm::vec3& mouseRayOrigin, con
float distance;
if (rayIntersectsSphere(mouseRayOrigin, mouseRayDirection, headPosition,
HEAD_SPHERE_RADIUS * avatar->getHead().getScale(), distance)) {
eyePosition = avatar->getHead().getEyePosition();
eyePosition = avatar->getHead().calculateAverageEyePosition();
_lookatIndicatorScale = avatar->getHead().getScale();
_lookatOtherPosition = headPosition;
nodeUUID = avatar->getOwningNode()->getUUID();