Change DrawSprite calls to provide scales instead of sizes.

This allows us to remove a hacky workaround for calculating
depth offsets when sprites have size.Z == 0.
This commit is contained in:
Paul Chote
2021-07-24 20:56:51 +01:00
committed by reaperrr
parent 8e94e1d5ec
commit 70892a6661
12 changed files with 46 additions and 64 deletions

View File

@@ -85,7 +85,7 @@ namespace OpenRA.Graphics
var contrastSprite = contrastGlyphs[(s, screenContrast)];
Game.Renderer.RgbaSpriteRenderer.DrawSprite(contrastSprite,
(screen + g.Offset - contrastVector) / deviceScale,
contrastSprite.Size / deviceScale,
1f / deviceScale,
tint, 1f);
}
@@ -116,7 +116,7 @@ namespace OpenRA.Graphics
if (g.Sprite != null)
Game.Renderer.RgbaSpriteRenderer.DrawSprite(g.Sprite,
(screen + g.Offset).ToFloat2() / deviceScale,
g.Sprite.Size / deviceScale,
1f / deviceScale,
tint, 1f);
screen += new int2((int)(g.Advance + 0.5f), 0);