Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.

This commit is contained in:
Paul Chote
2011-06-03 17:22:37 +12:00
parent 4fa0962d49
commit 926b396605
23 changed files with 164 additions and 88 deletions

View File

@@ -96,7 +96,7 @@ namespace OpenRA.Mods.RA
if (self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(conPos)) ||
self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(nextPos)))
{
Game.Renderer.LineRenderer.DrawLine(conPos, nextPos, trailStart, trailEnd);
Game.Renderer.WorldLineRenderer.DrawLine(conPos, nextPos, trailStart, trailEnd);
trailStart = trailEnd;
trailEnd = Color.FromArgb(trailStart.A - 255 / positions.Count, trailStart.R,

View File

@@ -79,8 +79,9 @@ namespace OpenRA.Mods.RA.Effects
float2 unit = 1.0f/(args.src - args.dest).Length*(args.src - args.dest).ToFloat2();
float2 norm = new float2(-unit.Y, unit.X);
var wlr = Game.Renderer.WorldLineRenderer;
for (int i = -radius; i < radius; i++)
Game.Renderer.LineRenderer.DrawLine(args.src + i * norm, args.dest + i * norm, rc, rc);
wlr.DrawLine(args.src + i * norm, args.dest + i * norm, rc, rc);
}
}
}