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fix depth buffer issue that was messing with drawInFront, plus some small fixes to line3ds
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parent
0f163a6a7c
commit
8163430282
3 changed files with 12 additions and 8 deletions
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@ -32,6 +32,8 @@ Line3DOverlay::Line3DOverlay(const Line3DOverlay* line3DOverlay) :
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_length = line3DOverlay->getLength();
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_endParentID = line3DOverlay->getEndParentID();
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_endParentJointIndex = line3DOverlay->getEndJointIndex();
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_glow = line3DOverlay->getGlow();
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_glowWidth = line3DOverlay->getGlowWidth();
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}
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Line3DOverlay::~Line3DOverlay() {
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@ -138,11 +140,9 @@ void Line3DOverlay::render(RenderArgs* args) {
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// TODO: add support for color to renderDashedLine()
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geometryCache->bindSimpleProgram(*batch, false, false, false, true, true);
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geometryCache->renderDashedLine(*batch, start, end, colorv4, _geometryCacheID);
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} else if (_glow > 0.0f) {
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geometryCache->renderGlowLine(*batch, start, end, colorv4, _glow, _glowWidth, _geometryCacheID);
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} else {
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geometryCache->bindSimpleProgram(*batch, false, false, false, true, true);
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geometryCache->renderLine(*batch, start, end, colorv4, _geometryCacheID);
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// renderGlowLine handles both glow = 0 and glow > 0 cases
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geometryCache->renderGlowLine(*batch, start, end, colorv4, _glow, _glowWidth, _geometryCacheID);
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}
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}
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}
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@ -228,9 +228,9 @@ void Line3DOverlay::setProperties(const QVariantMap& originalProperties) {
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}
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}
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auto glowWidth = properties["glow"];
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auto glowWidth = properties["glowWidth"];
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if (glowWidth.isValid()) {
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setGlow(glowWidth.toFloat());
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setGlowWidth(glowWidth.toFloat());
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}
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}
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@ -1640,7 +1640,11 @@ void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const
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#endif
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if (glowIntensity <= 0) {
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bindSimpleProgram(batch, false, false, false, true, false);
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if (color.a >= 1.0) {
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bindSimpleProgram(batch, false, false, false, true, true);
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} else {
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bindSimpleProgram(batch, false, true, false, true, true);
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}
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renderLine(batch, p1, p2, color, id);
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return;
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}
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@ -357,7 +357,7 @@ void DrawOverlay3D::run(const RenderContextPointer& renderContext, const Inputs&
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if (_opaquePass) {
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch){
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batch.enableStereo(false);
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, false);
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});
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}
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