diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index a30df36159..aa35d38c75 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -394,6 +394,11 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) : static_cast(dependency)->deleteLater(); }); + // setup a timer for domain-server check ins + QTimer* domainCheckInTimer = new QTimer(nodeList.data()); + connect(domainCheckInTimer, &QTimer::timeout, nodeList.data(), &NodeList::sendDomainServerCheckIn); + domainCheckInTimer->start(DOMAIN_SERVER_CHECK_IN_MSECS); + // put the NodeList and datagram processing on the node thread nodeList->moveToThread(nodeThread); @@ -982,7 +987,7 @@ void Application::paintGL() { renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE; if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) { - renderRearViewMirror(&renderArgs, _mirrorViewRect); + renderRearViewMirror(&renderArgs, _mirrorViewRect); } renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE; @@ -1781,9 +1786,6 @@ void Application::checkFPS() { _frameCount = 0; _datagramProcessor->resetCounters(); _timerStart.start(); - - // ask the node list to check in with the domain server - DependencyManager::get()->sendDomainServerCheckIn(); } void Application::idle() { @@ -1852,7 +1854,7 @@ void Application::idle() { // After finishing all of the above work, ensure the idle timer is set to the proper interval, // depending on whether we're throttling or not idleTimer->start(_glWidget->isThrottleRendering() ? THROTTLED_IDLE_TIMER_DELAY : 0); - } + } // check for any requested background downloads. emit checkBackgroundDownloads(); @@ -3310,7 +3312,7 @@ namespace render { const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f; const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f; - glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation()) + glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation()) / closestData.getAtmosphereOuterRadius(); float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter()); if (height < closestData.getAtmosphereInnerRadius()) { @@ -3318,8 +3320,8 @@ namespace render { alpha = 0.0f; if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) { - float directionY = glm::clamp(sunDirection.y, - -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + float directionY = glm::clamp(sunDirection.y, + -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + APPROXIMATE_DISTANCE_FROM_HORIZON; alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON); } @@ -3330,8 +3332,8 @@ namespace render { (closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius()); if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) { - float directionY = glm::clamp(sunDirection.y, - -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + float directionY = glm::clamp(sunDirection.y, + -APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON) + APPROXIMATE_DISTANCE_FROM_HORIZON; alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON); } @@ -3497,8 +3499,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se pendingChanges.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload); } else { - pendingChanges.updateItem(WorldBoxRenderData::_item, - [](WorldBoxRenderData& payload) { + pendingChanges.updateItem(WorldBoxRenderData::_item, + [](WorldBoxRenderData& payload) { payload._val++; }); } @@ -3517,7 +3519,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se } { - PerformanceTimer perfTimer("SceneProcessPendingChanges"); + PerformanceTimer perfTimer("SceneProcessPendingChanges"); _main3DScene->enqueuePendingChanges(pendingChanges); _main3DScene->processPendingChangesQueue(); @@ -4826,7 +4828,7 @@ qreal Application::getDevicePixelRatio() { mat4 Application::getEyeProjection(int eye) const { if (isHMDMode()) { return OculusManager::getEyeProjection(eye); - } + } return _viewFrustum.getProjection(); }