Add depth buffer support to debug overlays.

This commit is contained in:
Paul Chote
2016-08-22 20:37:55 +01:00
parent 50da18cd22
commit c092c93401
11 changed files with 59 additions and 56 deletions

View File

@@ -129,16 +129,16 @@ namespace OpenRA.Mods.Common.HitShapes
var positions = targetablePositions.SelectMany(tp => tp.TargetablePositions(actor));
foreach (var pos in positions)
{
var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(pos + v.Rotate(orientation)));
var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation)));
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(pos + v.Rotate(orientation)));
wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
}
}
else
{
var vertsTop = combatOverlayVertsTop.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.ScreenPosition(actorPos + v.Rotate(orientation)));
var vertsTop = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);
}