Add depth buffer support to tactical overlays.
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@@ -37,6 +37,14 @@ namespace OpenRA
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public static float3 operator /(float3 a, float3 b) { return new float3(a.X / b.X, a.Y / b.Y, a.Z / b.Z); }
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public static float3 operator /(float3 a, float b) { return new float3(a.X / b, a.Y / b, a.Z / b); }
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public static float3 Lerp(float3 a, float3 b, float t)
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{
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return new float3(
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float2.Lerp(a.X, b.X, t),
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float2.Lerp(a.Y, b.Y, t),
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float2.Lerp(a.Z, b.Z, t));
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}
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public static bool operator ==(float3 me, float3 other) { return me.X == other.X && me.Y == other.Y && me.Z == other.Z; }
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public static bool operator !=(float3 me, float3 other) { return !(me == other); }
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public override int GetHashCode() { return X.GetHashCode() ^ Y.GetHashCode() ^ Z.GetHashCode(); }
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