From e0189c9834f64512548cadf3ba1d3794046f3533 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Thu, 6 Jun 2013 10:17:57 -0700 Subject: [PATCH] Build fix, render body as balls if we don't have an avatar. --- audio-mixer/src/InjectedAudioRingBuffer.cpp | 4 +++- audio-mixer/src/PositionalAudioRingBuffer.cpp | 4 +++- interface/src/Avatar.cpp | 2 +- 3 files changed, 7 insertions(+), 3 deletions(-) diff --git a/audio-mixer/src/InjectedAudioRingBuffer.cpp b/audio-mixer/src/InjectedAudioRingBuffer.cpp index b866c2650e..426bbf361d 100644 --- a/audio-mixer/src/InjectedAudioRingBuffer.cpp +++ b/audio-mixer/src/InjectedAudioRingBuffer.cpp @@ -6,6 +6,8 @@ // Copyright (c) 2013 HighFidelity, Inc. All rights reserved. // +#include + #include #include "InjectedAudioRingBuffer.h" @@ -38,4 +40,4 @@ int InjectedAudioRingBuffer::parseData(unsigned char* sourceBuffer, int numBytes currentBuffer += parseAudioSamples(currentBuffer, numBytes - (currentBuffer - sourceBuffer)); return currentBuffer - sourceBuffer; -} \ No newline at end of file +} diff --git a/audio-mixer/src/PositionalAudioRingBuffer.cpp b/audio-mixer/src/PositionalAudioRingBuffer.cpp index 81911fc9df..2e83d3a4f6 100644 --- a/audio-mixer/src/PositionalAudioRingBuffer.cpp +++ b/audio-mixer/src/PositionalAudioRingBuffer.cpp @@ -6,6 +6,8 @@ // Copyright (c) 2013 HighFidelity, Inc. All rights reserved. // +#include + #include #include "PositionalAudioRingBuffer.h" @@ -64,4 +66,4 @@ bool PositionalAudioRingBuffer::shouldBeAddedToMix(int numJitterBufferSamples) { } return false; -} \ No newline at end of file +} diff --git a/interface/src/Avatar.cpp b/interface/src/Avatar.cpp index 4be98641b2..83adb8a62e 100644 --- a/interface/src/Avatar.cpp +++ b/interface/src/Avatar.cpp @@ -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);