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Merge branch 'master' of github.com:highfidelity/hifi into dice-on-table-1
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commit
ddec6d5207
2 changed files with 6 additions and 3 deletions
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@ -1173,8 +1173,10 @@ void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderArgs::RenderMode ren
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Camera *camera = Application::getInstance()->getCamera();
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Camera *camera = Application::getInstance()->getCamera();
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const glm::vec3 cameraPos = camera->getPosition();
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const glm::vec3 cameraPos = camera->getPosition();
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// HACK: comment this block which possibly change the near and break the rendering 5/6/2015
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// Only tweak the frustum near far if it's not shadow
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// Only tweak the frustum near far if it's not shadow
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if (renderMode != RenderArgs::SHADOW_RENDER_MODE) {
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/* if (renderMode != RenderArgs::SHADOW_RENDER_MODE) {
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// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
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// Set near clip distance according to skeleton model dimensions if first person and there is no separate head model.
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if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
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if (shouldRenderHead(cameraPos, renderMode) || !getHead()->getFaceModel().getURL().isEmpty()) {
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renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
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renderFrustum->setNearClip(DEFAULT_NEAR_CLIP);
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@ -1184,7 +1186,7 @@ void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderArgs::RenderMode ren
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+ camera->getOrientation() * glm::vec3(0.0f, 0.0f, -clipDistance) - cameraPos);
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+ camera->getOrientation() * glm::vec3(0.0f, 0.0f, -clipDistance) - cameraPos);
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renderFrustum->setNearClip(clipDistance);
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renderFrustum->setNearClip(clipDistance);
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}
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}
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}
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}*/
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// Render the body's voxels and head
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// Render the body's voxels and head
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RenderArgs::RenderMode modelRenderMode = renderMode;
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RenderArgs::RenderMode modelRenderMode = renderMode;
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@ -30,7 +30,8 @@
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const float DEFAULT_KEYHOLE_RADIUS = 3.0f;
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const float DEFAULT_KEYHOLE_RADIUS = 3.0f;
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const float DEFAULT_FIELD_OF_VIEW_DEGREES = 45.0f;
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const float DEFAULT_FIELD_OF_VIEW_DEGREES = 45.0f;
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const float DEFAULT_ASPECT_RATIO = 16.0f/9.0f;
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const float DEFAULT_ASPECT_RATIO = 16.0f/9.0f;
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const float DEFAULT_NEAR_CLIP = 0.08f;
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//const float DEFAULT_NEAR_CLIP = 0.08f;
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const float DEFAULT_NEAR_CLIP = 0.25f;
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const float DEFAULT_FAR_CLIP = (float)TREE_SCALE;
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const float DEFAULT_FAR_CLIP = (float)TREE_SCALE;
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class ViewFrustum {
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class ViewFrustum {
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