Add depth buffer support to debug overlays.
This commit is contained in:
@@ -65,14 +65,14 @@ namespace OpenRA.Graphics
|
||||
|
||||
public void RenderDebugGeometry(WorldRenderer wr)
|
||||
{
|
||||
var offset = ScreenPosition(wr) + sprite.Offset.XY;
|
||||
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + sprite.Size).XY, 1 / wr.Viewport.Zoom, Color.Red);
|
||||
var screenOffset = ScreenPosition(wr) + sprite.Offset;
|
||||
Game.Renderer.WorldRgbaColorRenderer.DrawRect(screenOffset, screenOffset + sprite.Size, 1 / wr.Viewport.Zoom, Color.Red);
|
||||
}
|
||||
|
||||
public Rectangle ScreenBounds(WorldRenderer wr)
|
||||
{
|
||||
var offset = ScreenPosition(wr) + sprite.Offset;
|
||||
return new Rectangle((int)offset.X, (int)offset.Y, (int)sprite.Size.X, (int)sprite.Size.Y);
|
||||
var screenOffset = ScreenPosition(wr) + sprite.Offset;
|
||||
return new Rectangle((int)screenOffset.X, (int)screenOffset.Y, (int)sprite.Size.X, (int)sprite.Size.Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user