RenderBeforeWorld/RenderAfterWorld split. still need to sort out which behavior belongs where.

This commit is contained in:
Chris Forbes
2010-07-26 18:19:39 +12:00
parent 9cf8ac0c3d
commit 69d30ac71b
17 changed files with 59 additions and 31 deletions

View File

@@ -98,6 +98,13 @@ namespace OpenRA.Graphics
Game.Renderer.Device.EnableScissor(bounds.Left, bounds.Top, bounds.Width, bounds.Height);
terrainRenderer.Draw(Game.viewport);
if (Game.controller.orderGenerator != null)
Game.controller.orderGenerator.RenderBeforeWorld(world);
Game.Renderer.SpriteRenderer.Flush();
Game.Renderer.LineRenderer.Flush();
foreach (var image in worldSprites)
Game.Renderer.SpriteRenderer.DrawSprite(image.Sprite, image.Pos, image.Palette);
uiOverlay.Draw(world);
@@ -105,7 +112,7 @@ namespace OpenRA.Graphics
DrawBandBox();
if (Game.controller.orderGenerator != null)
Game.controller.orderGenerator.Render(world);
Game.controller.orderGenerator.RenderAfterWorld(world);
if (world.LocalPlayer != null)
world.LocalPlayer.Shroud.Draw();