Fix the rush jobs, so gustavo can build build for me...

This commit is contained in:
Howard Stearns 2015-08-14 18:58:49 -07:00
parent d28c555a79
commit eeeaa8050d
2 changed files with 2 additions and 2 deletions

View file

@ -378,7 +378,7 @@ void Head::setCorrectedLookAtPosition(glm::vec3 correctedLookAtPosition) {
bool Head::isLookingAtMe() {
// Allow for outages such as may be encountered during avatar movement
quint64 now = usecTimestampNow();
const quint64 LOOKING_AT_ME_GAP_ALLOWED = (5 * 1000.0f * 1000.0f) / 60.0f; // n frames, in microseconds
const quint64 LOOKING_AT_ME_GAP_ALLOWED = (5 * 1000 * 1000) / 60; // n frames, in microseconds
return _isLookingAtMe || (now - _wasLastLookingAtMe) < LOOKING_AT_ME_GAP_ALLOWED;
}

View file

@ -123,7 +123,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
params.rightEyeJointIndex = geometry.rightEyeJointIndex;
_rig->updateFromHeadParameters(params);
} else if (true) { //(_owningAvatar->getHead()->isLookingAtMe()) {
} else if (_owningAvatar->getHead()->isLookingAtMe()) {
// Other avatars joint, including their eyes, will already be set just like any other joints
// from the wire data. But when looking at me, we want the eyes to use the corrected lookAt.
const FBXGeometry& geometry = _geometry->getFBXGeometry();