Use RgbaColorRenderer in TerrainGeometryOverlay.
This commit is contained in:
@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
var map = wr.World.Map;
|
||||
var tileSet = wr.World.TileSet;
|
||||
var lr = Game.Renderer.WorldLineRenderer;
|
||||
var wcr = Game.Renderer.WorldRgbaColorRenderer;
|
||||
var colors = wr.World.TileSet.HeightDebugColors;
|
||||
var mouseCell = wr.Viewport.ViewToWorld(Viewport.LastMousePos).ToMPos(wr.World.Map);
|
||||
|
||||
@@ -71,22 +71,18 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var color = corners.Select(c => colors[height + c.Z / 512]).ToArray();
|
||||
var pos = map.CenterOfCell(uv.ToCPos(map));
|
||||
var screen = corners.Select(c => wr.ScreenPxPosition(pos + c).ToFloat2()).ToArray();
|
||||
var width = (uv == mouseCell ? 3 : 1) / wr.Viewport.Zoom;
|
||||
|
||||
if (uv == mouseCell)
|
||||
lr.LineWidth = 3;
|
||||
|
||||
// Colors change between points, so render separately
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
var j = (i + 1) % 4;
|
||||
lr.DrawLine(screen[i], screen[j], color[i], color[j]);
|
||||
wcr.DrawLine(screen[i], screen[j], width, color[i], color[j]);
|
||||
}
|
||||
|
||||
lr.LineWidth = 1;
|
||||
}
|
||||
|
||||
// Projected cell coordinates for the current cell
|
||||
var projectedCorners = map.CellCorners[0];
|
||||
lr.LineWidth = 3;
|
||||
foreach (var puv in map.ProjectedCellsCovering(mouseCell))
|
||||
{
|
||||
var pos = map.CenterOfCell(((MPos)puv).ToCPos(map));
|
||||
@@ -94,11 +90,9 @@ namespace OpenRA.Mods.Common.Traits
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
var j = (i + 1) % 4;
|
||||
lr.DrawLine(screen[i], screen[j], Color.Navy);
|
||||
wcr.DrawLine(screen[i], screen[j], 3 / wr.Viewport.Zoom, Color.Navy);
|
||||
}
|
||||
}
|
||||
|
||||
lr.LineWidth = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user