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Better avatar bounding shape debug rendering.
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1 changed files with 1 additions and 1 deletions
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@ -354,7 +354,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
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// draw a blue sphere at the capsule top point
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glm::vec3 topPoint = _translation + _boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 topPoint = _translation + getRotation() * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f));
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deferredLighting->renderSolidSphereInstance(batch,
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Transform().setTranslation(topPoint).postScale(_boundingCapsuleRadius),
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