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Use depth bias to avoid z-fighting on text entities
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9bf6c439aa
commit
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1 changed files with 3 additions and 4 deletions
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@ -31,14 +31,13 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
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PerformanceTimer perfTimer("RenderableTextEntityItem::render");
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PerformanceTimer perfTimer("RenderableTextEntityItem::render");
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Q_ASSERT(getType() == EntityTypes::Text);
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Q_ASSERT(getType() == EntityTypes::Text);
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static const float SLIGHTLY_BEHIND = -0.005f;
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glm::vec4 textColor = glm::vec4(toGlm(getTextColorX()), 1.0f);
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glm::vec4 textColor = glm::vec4(toGlm(getTextColorX()), 1.0f);
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glm::vec4 backgroundColor = glm::vec4(toGlm(getBackgroundColorX()), 1.0f);
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glm::vec4 backgroundColor = glm::vec4(toGlm(getBackgroundColorX()), 1.0f);
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glm::vec3 dimensions = getDimensions();
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glm::vec3 dimensions = getDimensions();
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// Render background
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// Render background
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glm::vec3 minCorner = glm::vec3(0.0f, -dimensions.y, SLIGHTLY_BEHIND);
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glm::vec3 minCorner = glm::vec3(0.0f, -dimensions.y, 0.0f);
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glm::vec3 maxCorner = glm::vec3(dimensions.x, 0.0f, SLIGHTLY_BEHIND);
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glm::vec3 maxCorner = glm::vec3(dimensions.x, 0.0f, 0.0f);
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// Batch render calls
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// Batch render calls
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@ -59,7 +58,7 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
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batch.setModelTransform(transformToTopLeft);
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batch.setModelTransform(transformToTopLeft);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false, false, true);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
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float scale = _lineHeight / _textRenderer->getFontSize();
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float scale = _lineHeight / _textRenderer->getFontSize();
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