From d8a0e69ff05b361974ba6db4ecc7e9ac4f0cecd5 Mon Sep 17 00:00:00 2001 From: viktorljung Date: Wed, 2 Mar 2016 17:11:18 +0100 Subject: [PATCH] fixup! AutoAnimationBlend now working correctly for unique nodes, Commited debug code --- src/Engine/Rendering/BoneAttachmentSystem.cpp | 13 ------------- 1 file changed, 13 deletions(-) diff --git a/src/Engine/Rendering/BoneAttachmentSystem.cpp b/src/Engine/Rendering/BoneAttachmentSystem.cpp index 191fb3bd..43dc8634 100644 --- a/src/Engine/Rendering/BoneAttachmentSystem.cpp +++ b/src/Engine/Rendering/BoneAttachmentSystem.cpp @@ -50,19 +50,6 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp glm::vec4 perspective; glm::decompose(boneTransform, scale, rotation, translation, skew, perspective); - float lowRange = 0.98f; - float highRange = 1.02f; - if(scale.x < lowRange || scale.y < lowRange || scale.z < lowRange || - scale.x > highRange || scale.y > highRange || scale.z > highRange) { - if (entity.HasComponent("Model")) { - (glm::vec4&)entity["Model"]["Color"] = glm::vec4(1, 0, 0, 1); - } - } else { - if (entity.HasComponent("Model")) { - (glm::vec4&)entity["Model"]["Color"] = glm::vec4(0, 1, 0, 1); - } - } - glm::vec3 angles = glm::vec3(-glm::pitch(rotation), -glm::yaw(rotation), -glm::roll(rotation)); if ((bool)entity["BoneAttachment"]["InheritPosition"]) {