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Use precalculated sim position and rotation as the starting point for avatars.
authorLatif Khalifa <latifer@streamgrid.net>
Mon, 11 Jul 2011 13:17:18 +0000 (13:17 +0000)
committerLatif Khalifa <latifer@streamgrid.net>
Mon, 11 Jul 2011 13:17:18 +0000 (13:17 +0000)
Fixes showing sitting avatars
TODO: Offset avatar pelvis down depending to put feet on the ground

git-svn-id: https://radegast.googlecode.com/svn/trunk@975 f7a694da-4d33-11de-9ad6-1127a62b9fcd

Radegast/GUI/Rendering/Rendering.cs

index 48806c2..67e231d 100644 (file)
@@ -1323,7 +1323,7 @@ namespace Radegast.Rendering
                             // Prim roation and position\r
                             //GL.MultMatrix(Math3D.CreateTranslationMatrix(av.avatar.Position));\r
                             //GL.MultMatrix(Math3D.CreateRotationMatrix(av.avatar.Rotation));\r
-                            GL.MultMatrix(Math3D.CreateSRTMatrix(new Vector3(1, 1, 1), av.avatar.Rotation, av.avatar.Position));\r
+                            GL.MultMatrix(Math3D.CreateSRTMatrix(new Vector3(1, 1, 1), av.SimRotation, av.SimPosition));\r
 \r
                             // Special case for eyeballs we need to offset the mesh to the correct position\r
                             // We have manually added the eyeball offset based on the headbone when we\r