fix rendering of Avatars

This commit is contained in:
Stephen Birarda 2014-01-23 14:51:29 -08:00
parent 9ab1fc4c2c
commit c432a34cfb
3 changed files with 3 additions and 8 deletions

View file

@ -2668,7 +2668,7 @@ void Application::updateShadowMap() {
glTranslatef(translation.x, translation.y, translation.z);
renderAvatars(true);
_avatarManager.renderAvatars(true);
_particles.render();
glPopMatrix();
@ -2896,7 +2896,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
}
}
renderAvatars(whichCamera.getMode() == CAMERA_MODE_MIRROR, selfAvatarOnly);
_avatarManager.renderAvatars(whichCamera.getMode() == CAMERA_MODE_MIRROR, selfAvatarOnly);
if (!selfAvatarOnly) {
// Render the world box
@ -3464,10 +3464,6 @@ void Application::renderCoverageMapsRecursively(CoverageMap* map) {
}
}
void Application::renderAvatars(bool forceRenderHead, bool selfAvatarOnly) {
}
// renderViewFrustum()
//
// Description: this will render the view frustum bounds for EITHER the head

View file

@ -304,7 +304,6 @@ private:
void updateShadowMap();
void displayOverlay();
void displayStats();
void renderAvatars(bool forceRenderHead, bool selfAvatarOnly = false);
void renderViewFrustum(ViewFrustum& viewFrustum);
void checkBandwidthMeterClick();

View file

@ -34,7 +34,7 @@ public:
glm::vec3& eyePosition);
void updateAvatars(float deltaTime, const glm::vec3& mouseRayOrigin, const glm::vec3& mouseRayDirection);
void renderAvatars(bool forceRenderHead, bool selfAvatarOnly);
void renderAvatars(bool forceRenderHead, bool selfAvatarOnly = false);
void clearHash();