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