draw head bounding shape first

This commit is contained in:
Andrew Meadows 2014-04-01 11:39:24 -07:00
parent 03d04e194d
commit 9f9127b716

View file

@ -217,10 +217,10 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode) {
getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes)) {
_skeletonModel.updateShapePositions();
_skeletonModel.renderBoundingCollisionShapes(0.7f);
getHead()->getFaceModel().updateShapePositions();
getHead()->getFaceModel().renderBoundingCollisionShapes(0.7f);
_skeletonModel.updateShapePositions();
_skeletonModel.renderBoundingCollisionShapes(0.7f);
}
// quick check before falling into the code below: