From ba4520fe56ad879dc2b330208cdce4f1706cc460 Mon Sep 17 00:00:00 2001 From: "Anthony J. Thibault" Date: Thu, 24 Mar 2016 13:23:30 -0700 Subject: [PATCH] Avatar: fix for Avatar animation updates while wearing HMD The boundingSphere vs frustum check now uses the displayViewFrustum, which more accurately reflects the actual projection matrix used for rendering. --- interface/src/avatar/Avatar.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 7b63b7fc5a..f722210a8e 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -187,7 +187,7 @@ void Avatar::simulate(float deltaTime) { // simple frustum check float boundingRadius = getBoundingRadius(); - bool inView = qApp->getViewFrustum()->sphereIntersectsFrustum(getPosition(), boundingRadius); + bool inView = qApp->getDisplayViewFrustum()->sphereIntersectsFrustum(getPosition(), boundingRadius); if (_shouldAnimate && !_shouldSkipRender && inView) { {