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Build fix, render body as balls if we don't have an avatar.
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3 changed files with 7 additions and 3 deletions
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@ -6,6 +6,8 @@
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// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
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// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
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//
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//
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#include <cstring>
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#include <PacketHeaders.h>
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#include <PacketHeaders.h>
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#include "InjectedAudioRingBuffer.h"
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#include "InjectedAudioRingBuffer.h"
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@ -6,6 +6,8 @@
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// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
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// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
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//
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//
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#include <cstring>
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#include <PacketHeaders.h>
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#include <PacketHeaders.h>
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#include "PositionalAudioRingBuffer.h"
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#include "PositionalAudioRingBuffer.h"
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@ -1133,7 +1133,7 @@ void Avatar::renderBody(bool lookingInMirror, bool renderAvatarBalls) {
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const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
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const float RENDER_TRANSLUCENT_BEYOND = 0.5f;
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// Render the body as balls and cones
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// Render the body as balls and cones
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if (renderAvatarBalls) {
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if (renderAvatarBalls || !_voxels.getVoxelURL().isValid()) {
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for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
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for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
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float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
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float distanceToCamera = glm::length(_cameraPosition - _bodyBall[b].position);
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