Add depth buffer support to beams and contrails.
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@@ -55,16 +55,16 @@ namespace OpenRA.Mods.Common.Graphics
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{
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var delta = length * width.Length / (2 * vecLength);
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var corner = new WVec(-delta.Y, delta.X, delta.Z);
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var a = wr.ScreenPosition(pos - corner);
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var b = wr.ScreenPosition(pos + corner);
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var c = wr.ScreenPosition(pos + corner + length);
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var d = wr.ScreenPosition(pos - corner + length);
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var a = wr.Screen3DPosition(pos - corner);
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var b = wr.Screen3DPosition(pos + corner);
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var c = wr.Screen3DPosition(pos + corner + length);
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var d = wr.Screen3DPosition(pos - corner + length);
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Game.Renderer.WorldRgbaColorRenderer.FillRect(a, b, c, d, color);
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}
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else
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{
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var start = wr.ScreenPosition(pos);
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var end = wr.ScreenPosition(pos + length);
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var start = wr.Screen3DPosition(pos);
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var end = wr.Screen3DPosition(pos + length);
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var screenWidth = wr.ScreenVector(new WVec(width, WDist.Zero, WDist.Zero))[0];
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Game.Renderer.WorldRgbaColorRenderer.DrawLine(start, end, screenWidth, color);
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}
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