one line fix for translucent head

This commit is contained in:
Philip Rosedale 2013-05-29 10:46:10 -07:00
parent ad5d097ed4
commit ca8c78162d

View file

@ -1158,9 +1158,9 @@ void Avatar::renderBody(bool lookingInMirror) {
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) { for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _joint[b].position); float distanceToCamera = glm::length(_cameraPosition - _joint[b].position);
// Always render other people, and render myself when beyond threshold distance // Always render other people, and render myself when beyond threshold distance
if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special case if (b == AVATAR_JOINT_HEAD_BASE) { // the head is rendered as a special
if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND) { if (lookingInMirror || _owningAgent || distanceToCamera > RENDER_OPAQUE_BEYOND * 0.5) {
_head.render(lookingInMirror, _cameraPosition); _head.render(lookingInMirror, _cameraPosition, 1.f);
} }
} else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND } else if (_owningAgent || distanceToCamera > RENDER_TRANSLUCENT_BEYOND
|| b == AVATAR_JOINT_RIGHT_ELBOW || b == AVATAR_JOINT_RIGHT_ELBOW