Build fix, render body as balls if we don't have an avatar.

This commit is contained in:
Andrzej Kapolka 2013-06-06 10:17:57 -07:00
parent 80847b3884
commit e0189c9834
3 changed files with 7 additions and 3 deletions

View file

@ -6,6 +6,8 @@
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#include <cstring>
#include <PacketHeaders.h>
#include "InjectedAudioRingBuffer.h"
@ -38,4 +40,4 @@ int InjectedAudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes
currentBuffer += parseAudioSamples(currentBuffer, numBytes - (currentBuffer - sourceBuffer));
return currentBuffer - sourceBuffer;
}
}

View file

@ -6,6 +6,8 @@
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
#include <cstring>
#include <PacketHeaders.h>
#include "PositionalAudioRingBuffer.h"
@ -64,4 +66,4 @@ bool PositionalAudioRingBuffer::shouldBeAddedToMix(int numJitterBufferSamples) {
}
return false;
}
}

View file

@ -1133,7 +1133,7 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
// Render the body as balls and cones
if (renderAvatarBalls) {
if (renderAvatarBalls || !_voxels.getVoxelURL().isValid()) {
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);