From 8129d0eb1ff958e86b77de51fd048a1e8965b8ae Mon Sep 17 00:00:00 2001 From: ericrius1 Date: Wed, 1 Jul 2015 15:12:37 -0700 Subject: [PATCH] hydra lasers are now rendering again --- interface/src/avatar/Avatar.cpp | 2 +- interface/src/avatar/SkeletonModel.cpp | 14 ++++++-------- interface/src/avatar/SkeletonModel.h | 2 +- 3 files changed, 8 insertions(+), 10 deletions(-) diff --git a/interface/src/avatar/Avatar.cpp b/interface/src/avatar/Avatar.cpp index 384b2f0c86..f011e9f5de 100644 --- a/interface/src/avatar/Avatar.cpp +++ b/interface/src/avatar/Avatar.cpp @@ -449,7 +449,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo getHead()->getFaceModel().renderJointCollisionShapes(0.7f); } if (renderBounding && shouldRenderHead(renderArgs)) { - _skeletonModel.renderBoundingCollisionShapes(0.7f); + _skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f); } // If this is the avatar being looked at, render a little ball above their head diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 8095ba9ac4..20d458195d 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -776,24 +776,24 @@ void SkeletonModel::resetShapePositionsToDefaultPose() { _boundingShape.setRotation(_rotation); } -void SkeletonModel::renderBoundingCollisionShapes(float alpha) { +void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) { const int BALL_SUBDIVISIONS = 10; if (_shapes.isEmpty()) { // the bounding shape has not been propery computed // so no need to render it return; } - glPushMatrix(); - Application::getInstance()->loadTranslatedViewMatrix(_translation); // draw a blue sphere at the capsule endpoint glm::vec3 endPoint; _boundingShape.getEndPoint(endPoint); endPoint = endPoint - _translation; - glTranslatef(endPoint.x, endPoint.y, endPoint.z); + Transform transform = Transform(); + transform.setTranslation(endPoint); + batch.setModelTransform(transform); auto geometryCache = DependencyManager::get(); - geometryCache->renderSphere(_boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha)); + geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, glm::vec4(0.6f, 0.6f, 0.8f, alpha)); // draw a yellow sphere at the capsule startpoint glm::vec3 startPoint; @@ -805,9 +805,7 @@ void SkeletonModel::renderBoundingCollisionShapes(float alpha) { // draw a green cylinder between the two points glm::vec3 origin(0.0f); -// Avatar::renderJointConnectingCone( origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha)); - - glPopMatrix(); + Avatar::renderJointConnectingCone(batch, origin, axis, _boundingShape.getRadius(), _boundingShape.getRadius(), glm::vec4(0.6f, 0.8f, 0.6f, alpha)); } bool SkeletonModel::hasSkeleton() { diff --git a/interface/src/avatar/SkeletonModel.h b/interface/src/avatar/SkeletonModel.h index bffdc58659..755aa3dfee 100644 --- a/interface/src/avatar/SkeletonModel.h +++ b/interface/src/avatar/SkeletonModel.h @@ -101,7 +101,7 @@ public: const glm::vec3& getStandingOffset() const { return _standingOffset; } void computeBoundingShape(const FBXGeometry& geometry); - void renderBoundingCollisionShapes(float alpha); + void renderBoundingCollisionShapes(gpu::Batch& batch, float alpha); float getBoundingShapeRadius() const { return _boundingShape.getRadius(); } const CapsuleShape& getBoundingShape() const { return _boundingShape; } const glm::vec3 getBoundingShapeOffset() const { return _boundingShapeLocalOffset; }