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Remove dead code from Head
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parent
f3fd5c9847
commit
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4 changed files with 4 additions and 4 deletions
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@ -586,7 +586,7 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
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getHand()->render(renderArgs, false);
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getHand()->render(renderArgs, false);
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}
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}
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}
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}
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getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
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getHead()->render(renderArgs, 1.0f, renderFrustum);
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}
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}
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bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {
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@ -293,7 +293,7 @@ void Head::relaxLean(float deltaTime) {
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_deltaLeanForward *= relaxationFactor;
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_deltaLeanForward *= relaxationFactor;
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}
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}
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void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting) {
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void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum) {
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if (_renderLookatVectors) {
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if (_renderLookatVectors) {
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renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
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renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
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}
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}
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@ -33,7 +33,7 @@ public:
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void init();
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void init();
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void reset();
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void reset();
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void simulate(float deltaTime, bool isMine, bool billboard = false);
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void simulate(float deltaTime, bool isMine, bool billboard = false);
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void render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting);
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void render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum);
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void setScale(float scale);
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void setScale(float scale);
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void setPosition(glm::vec3 position) { _position = position; }
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void setPosition(glm::vec3 position) { _position = position; }
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void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }
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void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }
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@ -1236,7 +1236,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
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// Render head so long as the camera isn't inside it
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// Render head so long as the camera isn't inside it
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if (shouldRenderHead(renderArgs)) {
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if (shouldRenderHead(renderArgs)) {
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getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
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getHead()->render(renderArgs, 1.0f, renderFrustum);
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}
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}
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getHand()->render(renderArgs, true);
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getHand()->render(renderArgs, true);
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}
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}
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