I suppose actually including llvoavatar.cpp would help too...

This commit is contained in:
Shyotl
2014-09-09 21:56:53 -05:00
parent e95c0a4631
commit df2ca052ea

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@@ -1799,10 +1799,10 @@ void LLVOAvatar::renderCollisionVolumes()
{
std::ostringstream ostr;
LLGLDepthTest gls_depth(GL_FALSE);
for (S32 i = 0; i < mNumCollisionVolumes; i++)
for (S32 i = 0; i < (S32)mCollisionVolumes.size(); i++)
{
mCollisionVolumes[i].renderCollision();
ostr << mCollisionVolumes[i].getName() << ", ";
mCollisionVolumes[i]->renderCollision();
ostr << mCollisionVolumes[i]->getName() << ", ";
}
if (mNameText.notNull())
@@ -1920,11 +1920,11 @@ BOOL LLVOAvatar::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&
if (lineSegmentBoundingBox(start, end))
{
for (S32 i = 0; i < mNumCollisionVolumes; ++i)
for (S32 i = 0; i < (S32)mCollisionVolumes.size(); ++i)
{
mCollisionVolumes[i].updateWorldMatrix();
mCollisionVolumes[i]->updateWorldMatrix();
const LLMatrix4a& mat = mCollisionVolumes[i].getXform()->getWorldMatrix();
const LLMatrix4a& mat = mCollisionVolumes[i]->getXform()->getWorldMatrix();
LLMatrix4a inverse = mat;
inverse.invert();
LLMatrix4a norm_mat = inverse;