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Merge pull request #4490 from ZappoMan/avatarClipBugs
Bug Fix - hack to get avatar parts rendering, fix to crash in updateJointState
This commit is contained in:
commit
f54d5612a6
3 changed files with 104 additions and 24 deletions
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@ -87,7 +87,8 @@ void FaceModel::maybeUpdateEyeRotation(Model* model, const JointState& parentSta
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void FaceModel::updateJointState(int index) {
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JointState& state = _jointStates[index];
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const FBXJoint& joint = state.getFBXJoint();
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if (joint.parentIndex != -1) {
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// guard against out-of-bounds access to _jointStates
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if (joint.parentIndex != -1 && joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
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const JointState& parentState = _jointStates.at(joint.parentIndex);
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (index == geometry.neckJointIndex) {
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@ -727,19 +727,19 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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//renderMeshes(RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, book isSkinned, args);
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int opaqueMeshPartsRendered = 0;
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args, true);
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// render translucent meshes afterwards
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//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(false, true, true);
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@ -842,10 +842,67 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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args->_translucentMeshPartsRendered = translucentMeshPartsRendered;
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args->_opaqueMeshPartsRendered = opaqueMeshPartsRendered;
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}
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#ifdef WANT_DEBUG_MESHBOXES
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renderDebugMeshBoxes();
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#endif
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return true;
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}
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void Model::renderDebugMeshBoxes() {
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int colorNdx = 0;
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foreach(AABox box, _calculatedMeshBoxes) {
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if (_debugMeshBoxesID == GeometryCache::UNKNOWN_ID) {
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_debugMeshBoxesID = DependencyManager::get<GeometryCache>()->allocateID();
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}
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QVector<glm::vec3> points;
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glm::vec3 brn = box.getCorner();
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glm::vec3 bln = brn + glm::vec3(box.getDimensions().x, 0, 0);
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glm::vec3 brf = brn + glm::vec3(0, 0, box.getDimensions().z);
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glm::vec3 blf = brn + glm::vec3(box.getDimensions().x, 0, box.getDimensions().z);
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glm::vec3 trn = brn + glm::vec3(0, box.getDimensions().y, 0);
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glm::vec3 tln = bln + glm::vec3(0, box.getDimensions().y, 0);
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glm::vec3 trf = brf + glm::vec3(0, box.getDimensions().y, 0);
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glm::vec3 tlf = blf + glm::vec3(0, box.getDimensions().y, 0);
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points << brn << bln;
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points << brf << blf;
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points << brn << brf;
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points << bln << blf;
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points << trn << tln;
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points << trf << tlf;
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points << trn << trf;
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points << tln << tlf;
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points << brn << trn;
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points << brf << trf;
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points << bln << tln;
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points << blf << tlf;
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glm::vec4 color[] = {
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{ 1.0f, 0.0f, 0.0f, 1.0f }, // red
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{ 0.0f, 1.0f, 0.0f, 1.0f }, // green
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{ 0.0f, 0.0f, 1.0f, 1.0f }, // blue
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{ 1.0f, 0.0f, 1.0f, 1.0f }, // purple
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{ 1.0f, 1.0f, 0.0f, 1.0f }, // yellow
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{ 0.0f, 1.0f, 1.0f, 1.0f }, // cyan
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // white
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{ 0.0f, 0.5f, 0.0f, 1.0f },
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{ 0.0f, 0.0f, 0.5f, 1.0f },
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{ 0.5f, 0.0f, 0.5f, 1.0f },
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{ 0.5f, 0.5f, 0.0f, 1.0f },
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{ 0.0f, 0.5f, 0.5f, 1.0f } };
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DependencyManager::get<GeometryCache>()->updateVertices(_debugMeshBoxesID, points, color[colorNdx]);
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DependencyManager::get<GeometryCache>()->renderVertices(gpu::LINES, _debugMeshBoxesID);
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colorNdx++;
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}
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}
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Extents Model::getBindExtents() const {
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if (!isActive()) {
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return Extents();
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@ -1306,8 +1363,11 @@ void Model::updateJointState(int index) {
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glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
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state.computeTransform(parentTransform);
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} else {
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const JointState& parentState = _jointStates.at(parentIndex);
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state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
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// guard against out-of-bounds access to _jointStates
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if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
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const JointState& parentState = _jointStates.at(parentIndex);
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state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
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}
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}
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}
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@ -2299,7 +2359,8 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
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}
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int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args) {
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
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bool forceRenderSomeMeshes) {
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PROFILE_RANGE(__FUNCTION__);
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int meshPartsRendered = 0;
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@ -2319,8 +2380,10 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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Locations* locations;
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SkinLocations* skinLocations;
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pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, args, locations, skinLocations);
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meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations, skinLocations);
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pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned,
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args, locations, skinLocations);
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meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold,
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args, locations, skinLocations, forceRenderSomeMeshes);
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GLBATCH(glUseProgram)(0);
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return meshPartsRendered;
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@ -2328,7 +2391,7 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
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Locations* locations, SkinLocations* skinLocations) {
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Locations* locations, SkinLocations* skinLocations, bool forceRenderSomeMeshes) {
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PROFILE_RANGE(__FUNCTION__);
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auto textureCache = DependencyManager::get<TextureCache>();
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@ -2364,11 +2427,21 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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// if we got here, then check to see if this mesh is in view
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if (args) {
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bool shouldRender = true;
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bool forceRender = false;
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args->_meshesConsidered++;
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if (args->_viewFrustum) {
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shouldRender = args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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if (shouldRender) {
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// NOTE: This is a hack to address the fact that for avatar meshes, the _calculatedMeshBoxes can be wrong
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// for some meshes. Those meshes where the mesh's modelTransform is the identity matrix, and will have
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// incorrectly calculated mesh boxes. In this case, we will ignore the box and assume it's visible.
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if (forceRenderSomeMeshes && (geometry.meshes.at(i).modelTransform == glm::mat4())) {
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forceRender = true;
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}
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shouldRender = forceRender || args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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if (shouldRender && !forceRender) {
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float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
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shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
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distance);
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@ -444,6 +444,9 @@ private:
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QVector<int> _meshesOpaqueLightmapTangentsSpecular;
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QVector<int> _meshesOpaqueLightmapSpecular;
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// debug rendering support
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void renderDebugMeshBoxes();
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int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;
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// Scene rendering support
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static QVector<Model*> _modelsInScene;
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@ -456,12 +459,15 @@ private:
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void renderSetup(RenderArgs* args);
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bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
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int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL);
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL,
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bool forceRenderSomeMeshes = false);
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void setupBatchTransform(gpu::Batch& batch);
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QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned);
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int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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RenderArgs* args, Locations* locations, SkinLocations* skinLocations);
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RenderArgs* args, Locations* locations, SkinLocations* skinLocations,
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bool forceRenderSomeMeshes = false);
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static void pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
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