Add depth buffer support to sprites and sequences.

This commit is contained in:
Paul Chote
2015-10-01 18:55:54 +01:00
parent 2634643d91
commit 2915db67c4
15 changed files with 44 additions and 39 deletions

View File

@@ -59,17 +59,17 @@ namespace OpenRA.Graphics
currentSheet = s.Sheet;
}
public void DrawSprite(Sprite s, float2 location, PaletteReference pal)
public void DrawSprite(Sprite s, float3 location, PaletteReference pal)
{
DrawSprite(s, location, pal.TextureIndex, s.Size);
}
public void DrawSprite(Sprite s, float2 location, PaletteReference pal, float2 size)
public void DrawSprite(Sprite s, float3 location, PaletteReference pal, float3 size)
{
DrawSprite(s, location, pal.TextureIndex, size);
}
void DrawSprite(Sprite s, float2 location, float paletteTextureIndex, float2 size)
void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
{
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, paletteTextureIndex, nv, size);
@@ -77,17 +77,17 @@ namespace OpenRA.Graphics
}
// For RGBASpriteRenderer, which doesn't use palettes
public void DrawSprite(Sprite s, float2 location)
public void DrawSprite(Sprite s, float3 location)
{
DrawSprite(s, location, 0, s.Size);
}
public void DrawSprite(Sprite s, float2 location, float2 size)
public void DrawSprite(Sprite s, float3 location, float3 size)
{
DrawSprite(s, location, 0, size);
}
public void DrawSprite(Sprite s, float2 a, float2 b, float2 c, float2 d)
public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
{
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, a, b, c, d, s, 0, nv);