Draw order generator renderables above the shroud.

This commit is contained in:
Paul Chote
2016-08-22 18:38:25 +01:00
parent b016638ebe
commit d2f5fe7380
13 changed files with 40 additions and 37 deletions

View File

@@ -111,9 +111,6 @@ namespace OpenRA.Graphics
worldRenderables = worldRenderables.Concat(World.Effects.SelectMany(e => e.Render(this)));
worldRenderables = worldRenderables.OrderBy(RenderableScreenZPositionComparisonKey);
if (World.OrderGenerator != null)
worldRenderables = worldRenderables.Concat(World.OrderGenerator.RenderAfterWorld(this, World));
Game.Renderer.WorldVoxelRenderer.BeginFrame();
var renderables = worldRenderables.Select(r => r.PrepareRender(this)).ToList();
Game.Renderer.WorldVoxelRenderer.EndFrame();
@@ -185,10 +182,15 @@ namespace OpenRA.Graphics
.Where(e => e != null)
.SelectMany(e => e.RenderAboveShroud(this));
var aboveShroudOrderGenerator = SpriteRenderable.None;
if (World.OrderGenerator != null)
aboveShroudOrderGenerator = World.OrderGenerator.RenderAboveShroud(this, World);
Game.Renderer.WorldVoxelRenderer.BeginFrame();
var finalOverlayRenderables = aboveShroud
.Concat(aboveShroudSelected)
.Concat(aboveShroudEffects)
.Concat(aboveShroudOrderGenerator)
.Select(r => r.PrepareRender(this));
Game.Renderer.WorldVoxelRenderer.EndFrame();