From 62b701bd18a722674a2a1ac4eec0fec1d2271be1 Mon Sep 17 00:00:00 2001 From: "(no author)" <(no author)@993157c7-ee19-0410-b2c4-bb4e9862e678> Date: Tue, 24 Jul 2007 05:12:53 +0000 Subject: [PATCH] git-svn-id: svn://svn.ijw.co.nz/svn/OpenRa@1333 993157c7-ee19-0410-b2c4-bb4e9862e678 --- diffuse.fx | 4 ++-- todo.todo | 3 --- 2 files changed, 2 insertions(+), 5 deletions(-) diff --git a/diffuse.fx b/diffuse.fx index a3c3bf2fab..074229581a 100644 --- a/diffuse.fx +++ b/diffuse.fx @@ -74,7 +74,7 @@ float4 Palette_fp(FragmentIn f) : COLOR0 { technique low_quality { pass p0 { AlphaBlendEnable = false; - ZWriteEnable = true; + ZWriteEnable = false; ZEnable = false; CullMode = None; VertexShader = compile vs_2_0 Simple_vp(); @@ -85,7 +85,7 @@ technique low_quality { technique high_quality { pass p0 { AlphaBlendEnable = true; - ZWriteEnable = true; + ZWriteEnable = false; ZEnable = false; CullMode = None; VertexShader = compile vs_2_0 Simple_vp(); diff --git a/todo.todo b/todo.todo index 56b54fee02..14a685f1e9 100644 --- a/todo.todo +++ b/todo.todo @@ -40,9 +40,6 @@ OpenRA [ ] Palette hax for selection outlines. Basically, just hijack a palette entry that's not getting used, and draw the selection borders into the SHP images using that color. Then we double up the hardware palettes, and we can draw selection with no extra cost. - - (Except maybe losing any alpha=0 optimization the backend of the shader hardware does) - [ ] Time-to-build overlay on sidebar [ ] Console