cleanup whitespace

This commit is contained in:
Andrew Meadows 2015-09-01 14:31:47 -07:00
parent 4a7a384c65
commit a7d57d7c60

View file

@ -347,9 +347,9 @@ void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointInde
} }
OrientationLineIDs& jointLineIDs = _jointOrientationLines[jointIndex]; OrientationLineIDs& jointLineIDs = _jointOrientationLines[jointIndex];
glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size; glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size;
glm::vec3 pUp = position + orientation * IDENTITY_UP * size; glm::vec3 pU = position + orientation * IDENTITY_UP * size;
glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size; glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size;
glm::vec3 red(1.0f, 0.0f, 0.0f); glm::vec3 red(1.0f, 0.0f, 0.0f);
geometryCache->renderLine(batch, position, pRight, red, jointLineIDs._right); geometryCache->renderLine(batch, position, pRight, red, jointLineIDs._right);
@ -478,7 +478,7 @@ void SkeletonModel::computeBoundingShape() {
return; 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. // 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 // Measure limb lengths so we can specify IK targets that will pull hands and feet tight to body