From a5a81a585e78c757339e0cbc66edbb7514e8ce4c Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Wed, 16 Oct 2013 17:47:39 -0700 Subject: [PATCH 1/2] Fix for glow flickering. --- interface/src/renderer/GlowEffect.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/renderer/GlowEffect.cpp b/interface/src/renderer/GlowEffect.cpp index fc95ed24d6..fe46e02688 100644 --- a/interface/src/renderer/GlowEffect.cpp +++ b/interface/src/renderer/GlowEffect.cpp @@ -133,7 +133,7 @@ QOpenGLFramebufferObject* GlowEffect::render(bool toTexture) { QOpenGLFramebufferObject* destFBO = toTexture ? Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject() : NULL; - if (_isEmpty) { + if (_isEmpty && _renderMode != DIFFUSE_ADD_MODE) { // copy the primary to the screen if (QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) { QOpenGLFramebufferObject::blitFramebuffer(destFBO, primaryFBO); From 121a7f82703471473e99b952caf89f2371b2636e Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Wed, 16 Oct 2013 17:48:28 -0700 Subject: [PATCH 2/2] Widen the circle influence, increase the approach rate. --- interface/src/avatar/MyAvatar.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 55752339fa..120ee2c09b 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -1128,7 +1128,7 @@ void MyAvatar::updateChatCircle(float deltaTime) { // remove members whose accumulated circles are too far away to influence us const float CIRCUMFERENCE_PER_MEMBER = 0.5f; - const float CIRCLE_INFLUENCE_SCALE = 1.5f; + const float CIRCLE_INFLUENCE_SCALE = 2.0f; for (int i = sortedAvatars.size() - 1; i >= 0; i--) { float radius = (CIRCUMFERENCE_PER_MEMBER * (i + 2)) / PI_TIMES_TWO; if (glm::distance(_position, sortedAvatars[i].accumulatedCenter) > radius * CIRCLE_INFLUENCE_SCALE) { @@ -1183,7 +1183,7 @@ void MyAvatar::updateChatCircle(float deltaTime) { glm::vec3 targetPosition = center + (front * sinf(targetAngle) + right * cosf(targetAngle)) * radius; // approach the target position - const float APPROACH_RATE = 0.025f; + const float APPROACH_RATE = 0.05f; _position = glm::mix(_position, targetPosition, APPROACH_RATE); }