From 76825c2be70e4773dfce770de671fe879c506e1d Mon Sep 17 00:00:00 2001 From: Brad Hefta-Gaub Date: Wed, 30 Sep 2015 09:06:45 -0700 Subject: [PATCH] only show hand cursors when menu is enabled --- interface/src/ui/ApplicationCompositor.cpp | 27 ++++++++++++---------- 1 file changed, 15 insertions(+), 12 deletions(-) diff --git a/interface/src/ui/ApplicationCompositor.cpp b/interface/src/ui/ApplicationCompositor.cpp index 497a94bb86..98c2efc8f3 100644 --- a/interface/src/ui/ApplicationCompositor.cpp +++ b/interface/src/ui/ApplicationCompositor.cpp @@ -313,18 +313,21 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int glm::mat4 overlayXfm; _modelTransform.getMatrix(overlayXfm); - MyAvatar* myAvatar = DependencyManager::get()->getMyAvatar(); - for (int i = 0; i < (int)myAvatar->getHand()->getNumPalms(); i++) { - PalmData& palm = myAvatar->getHand()->getPalms()[i]; - if (palm.isActive()) { - glm::vec2 polar = getPolarCoordinates(palm); - // Convert to quaternion - mat4 pointerXfm = glm::mat4_cast(quat(vec3(polar.y, -polar.x, 0.0f))) * glm::translate(mat4(), vec3(0, 0, -1)); - mat4 reticleXfm = overlayXfm * pointerXfm; - reticleXfm = glm::scale(reticleXfm, reticleScale); - batch.setModelTransform(reticleXfm); - // Render reticle at location - geometryCache->renderUnitQuad(batch, glm::vec4(1), _reticleQuad); + // Only render the hand pointers if the HandMouseInput is enabled + if (Menu::getInstance()->isOptionChecked(MenuOption::HandMouseInput)) { + MyAvatar* myAvatar = DependencyManager::get()->getMyAvatar(); + for (int i = 0; i < (int)myAvatar->getHand()->getNumPalms(); i++) { + PalmData& palm = myAvatar->getHand()->getPalms()[i]; + if (palm.isActive()) { + glm::vec2 polar = getPolarCoordinates(palm); + // Convert to quaternion + mat4 pointerXfm = glm::mat4_cast(quat(vec3(polar.y, -polar.x, 0.0f))) * glm::translate(mat4(), vec3(0, 0, -1)); + mat4 reticleXfm = overlayXfm * pointerXfm; + reticleXfm = glm::scale(reticleXfm, reticleScale); + batch.setModelTransform(reticleXfm); + // Render reticle at location + geometryCache->renderUnitQuad(batch, glm::vec4(1), _reticleQuad); + } } }