Fix voxel shadow geometry position.

This commit is contained in:
Paul Chote
2015-12-10 16:49:06 +00:00
parent 43226d7c55
commit 55433bd27c

View File

@@ -105,9 +105,7 @@ namespace OpenRA.Mods.Common.Graphics
public void Render(WorldRenderer wr)
{
var groundPos = voxel.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(voxel.pos).Length);
var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / 1024f;
var pxOrigin = wr.ScreenPosition(voxel.pos);
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
@@ -122,8 +120,9 @@ namespace OpenRA.Mods.Common.Graphics
public void RenderDebugGeometry(WorldRenderer wr)
{
var groundPos = voxel.pos - new WVec(0, 0, wr.World.Map.DistanceAboveTerrain(voxel.pos).Length);
var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - voxel.pos.Z) / 1024f;
var pxOrigin = wr.ScreenPosition(voxel.pos);
var groundZ = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(voxel.pos, 0));
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
// Draw sprite rect