Add depth buffer support to tactical overlays.
This commit is contained in:
@@ -43,9 +43,9 @@ namespace OpenRA.Graphics
|
||||
return;
|
||||
|
||||
var iz = 1 / wr.Viewport.Zoom;
|
||||
var first = wr.ScreenPxPosition(waypoints.First());
|
||||
var first = wr.Screen3DPosition(waypoints.First());
|
||||
var a = first;
|
||||
foreach (var b in waypoints.Skip(1).Select(pos => wr.ScreenPxPosition(pos)))
|
||||
foreach (var b in waypoints.Skip(1).Select(pos => wr.Screen3DPosition(pos)))
|
||||
{
|
||||
Game.Renderer.WorldRgbaColorRenderer.DrawLine(a, b, iz, color);
|
||||
DrawTargetMarker(wr, color, b);
|
||||
|
||||
Reference in New Issue
Block a user