Don't render body if looking in mirror, don't render test sphere over and over again for everyone.

This commit is contained in:
Philip Rosedale 2013-05-22 15:45:15 -07:00
parent 803c41d636
commit 5bee5f07e3

View file

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