Don't take keyhole into account

This commit is contained in:
Atlante45 2015-10-05 13:56:58 -07:00
parent 946d289a99
commit 91b46203f3

View file

@ -552,7 +552,13 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
auto& frustum = *renderArgs->_viewFrustum;
auto textPosition = getDisplayNamePosition();
if (frustum.pointInFrustum(textPosition)) {
// In the view frustum
auto keyhole = frustum.getKeyholeRadius();
frustum.setKeyholeRadius(-1.0f);
auto inFrustum = frustum.pointInFrustum(textPosition) == ViewFrustum::INSIDE;
frustum.setKeyholeRadius(keyhole);
if (inFrustum) {
renderDisplayName(batch, frustum, textPosition);
}
}
@ -722,8 +728,8 @@ glm::vec3 Avatar::getDisplayNamePosition() const {
}
Transform Avatar::calculateDisplayNameTransform(const ViewFrustum& frustum, const glm::vec3& textPosition) const {
Q_ASSERT_X(frustum.pointInFrustum(textPosition), "Avatar::calculateDisplayNameTransform",
"Text not in viewfrustum.");
Q_ASSERT_X(frustum.pointInFrustum(textPosition) == ViewFrustum::INSIDE,
"Avatar::calculateDisplayNameTransform", "Text not in viewfrustum.");
glm::vec3 dPosition = frustum.getPosition() - textPosition;
// Compute orientation