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re-work AvatarData to handle body position and rotation

Stephen Birarda committed 13 years ago

Commit a5a93441 parent ed3f3089 files · +162 −241Browse files

Showing the changes to interface/src/VoxelSystem.cpp (1 of 9 files). Show all

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interface/src/VoxelSystem.cpp+1−1
@@ -184,7 +184,7 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) { · 183 unmodified lines
184184 int voxelsAdded = 0;
185185
186186 float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE);
187− glm::vec3 viewerPosition = viewerHead->getPos();
187+ glm::vec3 viewerPosition = viewerHead->getBodyPosition();
188188
189189 // XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the
190190 // coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack