Reverse a senseless change in the prioritizer. Why I would want avatars to render according to their camera position is beyond me.
parent
88d68e68c1
commit
e40e1dc9e6
|
@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
// Use the camera position for local agents and avatar position for remote agents
|
// Use the camera position for local agents and avatar position for remote agents
|
||||||
Vector3 presencePos = (presence.IsChildAgent) ?
|
// Why would I want that? They could be camming but I still see them at the
|
||||||
presence.AbsolutePosition :
|
// avatar position, so why should I update them as if they were at their
|
||||||
presence.CameraPosition;
|
// camera positions? Makes no sense!
|
||||||
|
// TODO: Fix this mess
|
||||||
|
//Vector3 presencePos = (presence.IsChildAgent) ?
|
||||||
|
// presence.AbsolutePosition :
|
||||||
|
// presence.CameraPosition;
|
||||||
|
|
||||||
|
Vector3 presencePos = presence.AbsolutePosition;
|
||||||
|
|
||||||
// Compute the distance...
|
// Compute the distance...
|
||||||
double distance = Vector3.Distance(presencePos, entityPos);
|
double distance = Vector3.Distance(presencePos, entityPos);
|
||||||
|
|
Loading…
Reference in New Issue