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Don't render body if looking in mirror, don't render test sphere over and over again for everyone.
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parent
803c41d636
commit
5bee5f07e3
1 changed files with 43 additions and 50 deletions
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@ -729,7 +729,7 @@ void Avatar::render(bool lookingInMirror, glm::vec3 cameraPosition) {
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_cameraPosition = cameraPosition; // store this for use in various parts of the code
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if (usingBigSphereCollisionTest) {
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if (_isMine && usingBigSphereCollisionTest) {
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// show TEST big sphere
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glColor4f(0.5f, 0.6f, 0.8f, 0.7);
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glPushMatrix();
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@ -1127,15 +1127,17 @@ void Avatar::updateArmIKAndConstraints(float deltaTime) {
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void Avatar::renderBody(bool lookingInMirror) {
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// Render joint positions as spheres
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case
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// Render Head
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if (_displayingHead) {
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_head.render(lookingInMirror);
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}
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} else {
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// Render reset of body if not in mirror mode
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if (!lookingInMirror) {
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// Render joint positions as spheres
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for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
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if (b != AVATAR_JOINT_HEAD_BASE) {
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glColor3f(
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skinColor[0] + _joint[b].touchForce * 0.3f,
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skinColor[1] - _joint[b].touchForce * 0.2f,
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@ -1169,16 +1171,7 @@ void Avatar::renderBody(bool lookingInMirror) {
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_joint[_joint[j].parent ].radius * 0.8,
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_joint[j ].radius * 0.8
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);
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/*
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// Render lines connecting the joint positions
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glColor3f(0.4f, 0.5f, 0.6f);
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glLineWidth(3.0);
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glBegin(GL_LINE_STRIP);
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glVertex3fv(&_joint[ _joint[ b ].parent ].springyPosition.x);
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glVertex3fv(&_joint[ b ].springyPosition.x);
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glEnd();
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*/
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}
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}
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}
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}
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