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fix rendering of Avatars
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9ab1fc4c2c
commit
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3 changed files with 3 additions and 8 deletions
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@ -2668,7 +2668,7 @@ void Application::updateShadowMap() {
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glTranslatef(translation.x, translation.y, translation.z);
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renderAvatars(true);
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_avatarManager.renderAvatars(true);
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_particles.render();
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glPopMatrix();
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@ -2896,7 +2896,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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}
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}
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renderAvatars(whichCamera.getMode() == CAMERA_MODE_MIRROR, selfAvatarOnly);
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_avatarManager.renderAvatars(whichCamera.getMode() == CAMERA_MODE_MIRROR, selfAvatarOnly);
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if (!selfAvatarOnly) {
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// Render the world box
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@ -3464,10 +3464,6 @@ void Application::renderCoverageMapsRecursively(CoverageMap* map) {
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}
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}
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void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
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}
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// renderViewFrustum()
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//
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// Description: this will render the view frustum bounds for EITHER the head
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@ -304,7 +304,6 @@ private:
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void updateShadowMap();
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void displayOverlay();
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void displayStats();
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void renderAvatars(bool forceRenderHead, bool selfAvatarOnly = false);
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void renderViewFrustum(ViewFrustum& viewFrustum);
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void checkBandwidthMeterClick();
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@ -34,7 +34,7 @@ public:
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glm::vec3& eyePosition);
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void updateAvatars(float deltaTime, const glm::vec3& mouseRayOrigin, const glm::vec3& mouseRayDirection);
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void renderAvatars(bool forceRenderHead, bool selfAvatarOnly);
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void renderAvatars(bool forceRenderHead, bool selfAvatarOnly = false);
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void clearHash();
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