From 7d6424bdcc903faff096c7b8504b919b13a06c86 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Mon, 7 Mar 2016 15:18:33 -0800 Subject: [PATCH] Head::render() was cruft --- interface/src/avatar/Head.cpp | 3 --- interface/src/avatar/Head.h | 1 - interface/src/avatar/MyAvatar.cpp | 7 +------ libraries/entities/src/EntityTreeElement.cpp | 2 +- 4 files changed, 2 insertions(+), 11 deletions(-) diff --git a/interface/src/avatar/Head.cpp b/interface/src/avatar/Head.cpp index 8a58e5d740..1e274562b2 100644 --- a/interface/src/avatar/Head.cpp +++ b/interface/src/avatar/Head.cpp @@ -316,9 +316,6 @@ void Head::relaxLean(float deltaTime) { _deltaLeanForward *= relaxationFactor; } -void Head::render(RenderArgs* renderArgs, float alpha) { -} - void Head::renderLookAts(RenderArgs* renderArgs) { renderLookAts(renderArgs, _leftEyePosition, _rightEyePosition); } diff --git a/interface/src/avatar/Head.h b/interface/src/avatar/Head.h index ef9584f1a7..1f1483d8ed 100644 --- a/interface/src/avatar/Head.h +++ b/interface/src/avatar/Head.h @@ -32,7 +32,6 @@ public: void init(); void reset(); void simulate(float deltaTime, bool isMine, bool billboard = false); - void render(RenderArgs* renderArgs, float alpha); void setScale(float scale); void setPosition(glm::vec3 position) { _position = position; } void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; } diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index d4e024e49e..52ad98b29f 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -1271,11 +1271,6 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, float glowLevel) { fixupModelsInScene(); - // Render head so long as the camera isn't inside it - if (shouldRenderHead(renderArgs)) { - getHead()->render(renderArgs, 1.0f); - } - // This is drawing the lookat vectors from our avatar to wherever we're looking. if (qApp->isHMDMode()) { glm::vec3 cameraPosition = qApp->getCamera()->getPosition(); @@ -1356,7 +1351,6 @@ void MyAvatar::destroyAnimGraph() { void MyAvatar::preRender(RenderArgs* renderArgs) { render::ScenePointer scene = qApp->getMain3DScene(); - const bool shouldDrawHead = shouldRenderHead(renderArgs); if (_skeletonModel->initWhenReady(scene)) { initHeadBones(); @@ -1408,6 +1402,7 @@ void MyAvatar::preRender(RenderArgs* renderArgs) { DebugDraw::getInstance().updateMyAvatarPos(getPosition()); DebugDraw::getInstance().updateMyAvatarRot(getOrientation()); + const bool shouldDrawHead = shouldRenderHead(renderArgs); if (shouldDrawHead != _prevShouldDrawHead) { _skeletonModel->setCauterizeBones(!shouldDrawHead); } diff --git a/libraries/entities/src/EntityTreeElement.cpp b/libraries/entities/src/EntityTreeElement.cpp index 88227416d3..870c4a88d1 100644 --- a/libraries/entities/src/EntityTreeElement.cpp +++ b/libraries/entities/src/EntityTreeElement.cpp @@ -298,7 +298,7 @@ OctreeElement::AppendState EntityTreeElement::appendElementData(OctreePacketData entityTreeElementExtraEncodeData->entities.contains(entity->getEntityItemID()); } - if (includeThisEntity) { + if (includeThisEntity || params.recurseEverything) { // we want to use the maximum possible box for this, so that we don't have to worry about the nuance of // simulation changing what's visible. consider the case where the entity contains an angular velocity