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

@@ -84,7 +84,7 @@ namespace OpenRA.Graphics
// Ignore the offsets baked into R8 sprites
if (tileset.IgnoreTileSpriteOffsets)
allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, float2.Zero, s.Channel, s.BlendMode));
allSprites = allSprites.Select(s => new Sprite(s.Sheet, s.Bounds, s.ZRamp, float2.Zero, s.Channel, s.BlendMode));
templates.Add(t.Value.Id, new TheaterTemplate(allSprites.ToArray(), variants.First().Count(), t.Value.Images.Length));
}