There was a hidden (and inappropriate) dependency on face model loading.

This commit is contained in:
Howard Stearns 2015-08-21 15:07:39 -07:00
parent 66087872a3
commit b579b996c3
2 changed files with 5 additions and 6 deletions

View file

@ -469,8 +469,8 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
* (1.0f - ((float)(now - getHead()->getLookingAtMeStarted())) * (1.0f - ((float)(now - getHead()->getLookingAtMeStarted()))
/ (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND)); / (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND));
if (alpha > 0.0f) { if (alpha > 0.0f) {
QSharedPointer<NetworkGeometry> geometry = getHead()->getFaceModel().getGeometry(); QSharedPointer<NetworkGeometry> geometry = _skeletonModel.getGeometry();
if (geometry) { if (geometry && geometry->isLoaded()) {
const float DEFAULT_EYE_DIAMETER = 0.048f; // Typical human eye const float DEFAULT_EYE_DIAMETER = 0.048f; // Typical human eye
const float RADIUS_INCREMENT = 0.005f; const float RADIUS_INCREMENT = 0.005f;
Transform transform; Transform transform;
@ -597,13 +597,12 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, floa
if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) { if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
// render the billboard until both models are loaded // render the billboard until both models are loaded
renderBillboard(renderArgs); renderBillboard(renderArgs);
return; } else {
getHead()->render(renderArgs, 1.0f, renderFrustum);
} }
getHand()->render(renderArgs, false); getHand()->render(renderArgs, false);
} }
getHead()->render(renderArgs, 1.0f, renderFrustum);
getHead()->renderLookAts(renderArgs); getHead()->renderLookAts(renderArgs);
} }

View file

@ -1141,7 +1141,7 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName, const g
void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) { void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) { if (!_skeletonModel.isRenderable()) {
return; // wait until all models are loaded return; // wait until all models are loaded
} }