From 54c4cb829aa817499ef2fc6bf794a4a6b8a10d40 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Wed, 3 Jun 2015 21:49:48 -0700 Subject: [PATCH] fixed the shrunken avatar part bug --- libraries/render-utils/src/Model.cpp | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 16b298bf3b..9ff48a02d2 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -2330,21 +2330,17 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran return; // FIXME! } - if (state.clusterMatrices.size() > 1) { + if (isSkinned) { GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false, (const float*)state.clusterMatrices.constData()); - // batch.setModelTransform(Transform()); - _transforms[0].setTranslation(_translation); - + _transforms[0] = Transform(); + _transforms[0].preTranslate(_translation); } else { _transforms[0] = Transform(state.clusterMatrices[0]); _transforms[0].preTranslate(_translation); - - //batch.setModelTransform(Transform(state.clusterMatrices[0])); } batch.setModelTransform(_transforms[0]); - if (mesh.blendshapes.isEmpty()) { batch.setInputFormat(networkMesh._vertexFormat); batch.setInputStream(0, *networkMesh._vertexStream);