fix avatar mesh boxes not staying in sync with avatar position

This commit is contained in:
ZappoMan 2015-06-12 11:42:38 -07:00
parent 87951ff7b3
commit 7d7db65fd1

View file

@ -1783,8 +1783,13 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
//
// return calculateScaledOffsetAABox(_calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)]);
//
// NOTE: we also don't want to use the _calculatedMeshBoxes[] because they don't handle avatar moving correctly
// without recalculating them...
// return _calculatedMeshBoxes[meshIndex];
//
// If we not skinned use the bounds of the subMesh for all it's parts
return _calculatedMeshBoxes[meshIndex];
const FBXMesh& mesh = _geometry->getFBXGeometry().meshes.at(meshIndex);
return calculateScaledOffsetExtents(mesh.meshExtents);
}
return AABox();
}