From a7d57d7c60d0d865df2ae60ac055a32c11c9785c Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Tue, 1 Sep 2015 14:31:47 -0700 Subject: [PATCH] cleanup whitespace --- interface/src/avatar/SkeletonModel.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/interface/src/avatar/SkeletonModel.cpp b/interface/src/avatar/SkeletonModel.cpp index 90c30b41ee..567f9b30ac 100644 --- a/interface/src/avatar/SkeletonModel.cpp +++ b/interface/src/avatar/SkeletonModel.cpp @@ -347,9 +347,9 @@ void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointInde } OrientationLineIDs& jointLineIDs = _jointOrientationLines[jointIndex]; - glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size; - glm::vec3 pUp = position + orientation * IDENTITY_UP * size; - glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size; + glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size; + glm::vec3 pU = position + orientation * IDENTITY_UP * size; + glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size; glm::vec3 red(1.0f, 0.0f, 0.0f); geometryCache->renderLine(batch, position, pRight, red, jointLineIDs._right); @@ -478,7 +478,7 @@ void SkeletonModel::computeBoundingShape() { return; } - // BOUNDING SHAPE HACK: before we measure the bounds of the joints we use IK to put the + // BOUNDING SHAPE HACK: before we measure the bounds of the joints we use IK to put the // hands and feet into positions that are more correct than the default pose. // Measure limb lengths so we can specify IK targets that will pull hands and feet tight to body