Avatar: fix for Avatar animation updates while wearing HMD

The boundingSphere vs frustum check now uses the displayViewFrustum, which
more accurately reflects the actual projection matrix used for rendering.
This commit is contained in:
Anthony J. Thibault 2016-03-24 13:23:30 -07:00
parent caf2595e13
commit ba4520fe56

View file

@ -187,7 +187,7 @@ void Avatar::simulate(float deltaTime) {
// simple frustum check
float boundingRadius = getBoundingRadius();
bool inView = qApp->getViewFrustum()->sphereIntersectsFrustum(getPosition(), boundingRadius);
bool inView = qApp->getDisplayViewFrustum()->sphereIntersectsFrustum(getPosition(), boundingRadius);
if (_shouldAnimate && !_shouldSkipRender && inView) {
{