Showing the changes to interface/src/renderer/Model.cpp (1 of 93 files). Show all
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| @@ -1424,7 +1424,7 @@ void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm: · 1423 unmodified lines | |||
| 1424 | centerOfMass += _jointStates[massIndex].getPosition() - pivot; | 1424 | centerOfMass += _jointStates[massIndex].getPosition() - pivot; |
| 1425 | } | 1425 | } |
| 1426 | // the gravitational effect is a rotation that tends to align the two cross products | 1426 | // the gravitational effect is a rotation that tends to align the two cross products |
| 1427 | const glm::vec3 worldAlignment = glm::vec3(0.0f, -1.f, 0.0f); | 1427 | const glm::vec3 worldAlignment = glm::vec3(0.0f, -1.0f, 0.0f); |
| 1428 | glm::quat gravityDelta = rotationBetween(glm::cross(centerOfMass, leverArm), | 1428 | glm::quat gravityDelta = rotationBetween(glm::cross(centerOfMass, leverArm), |
| 1429 | glm::cross(worldAlignment, leverArm)); | 1429 | glm::cross(worldAlignment, leverArm)); |
| 1430 | 1430 | ||
| @@ -2430,7 +2430,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod · 999 unmodified lines | |||
| 2430 | GLBATCH(glMaterialfv)(GL_FRONT, GL_AMBIENT, (const float*)&diffuse); | 2430 | GLBATCH(glMaterialfv)(GL_FRONT, GL_AMBIENT, (const float*)&diffuse); |
| 2431 | GLBATCH(glMaterialfv)(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse); | 2431 | GLBATCH(glMaterialfv)(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse); |
| 2432 | GLBATCH(glMaterialfv)(GL_FRONT, GL_SPECULAR, (const float*)&specular); | 2432 | GLBATCH(glMaterialfv)(GL_FRONT, GL_SPECULAR, (const float*)&specular); |
| 2433 | GLBATCH(glMaterialf)(GL_FRONT, GL_SHININESS, (part.shininess > 128.f ? 128.f: part.shininess)); | 2433 | GLBATCH(glMaterialf)(GL_FRONT, GL_SHININESS, (part.shininess > 128.0f ? 128.0f: part.shininess)); |
| 2434 | 2434 | ||
| 2435 | Texture* diffuseMap = networkPart.diffuseTexture.data(); | 2435 | Texture* diffuseMap = networkPart.diffuseTexture.data(); |
| 2436 | if (mesh.isEye && diffuseMap) { | 2436 | if (mesh.isEye && diffuseMap) { |