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Use depth bias to avoid z-fighting on text3d overlays
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1 changed files with 4 additions and 4 deletions
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@ -13,6 +13,7 @@
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#include "Text3DOverlay.h"
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#include "Text3DOverlay.h"
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#include <DeferredLightingEffect.h>
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#include <RenderDeferredTask.h>
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#include <RenderDeferredTask.h>
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#include <TextRenderer3D.h>
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#include <TextRenderer3D.h>
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@ -110,10 +111,9 @@ void Text3DOverlay::render(RenderArgs* args) {
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glm::vec2 dimensions = getDimensions();
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glm::vec2 dimensions = getDimensions();
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glm::vec2 halfDimensions = dimensions * 0.5f;
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glm::vec2 halfDimensions = dimensions * 0.5f;
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const float SLIGHTLY_BEHIND = -0.005f;
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glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, 0.0f);
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glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, 0.0f);
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glm::vec3 topLeft(-halfDimensions.x, -halfDimensions.y, SLIGHTLY_BEHIND);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, true, false, true);
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glm::vec3 bottomRight(halfDimensions.x, halfDimensions.y, SLIGHTLY_BEHIND);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, quadColor);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, quadColor);
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// Same font properties as textSize()
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// Same font properties as textSize()
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