Use depth bias to avoid z-fighting on text entities

This commit is contained in:
Atlante45 2015-07-04 18:35:00 -07:00
parent 9bf6c439aa
commit c61bf34200

View file

@ -31,14 +31,13 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
PerformanceTimer perfTimer("RenderableTextEntityItem::render");
Q_ASSERT(getType() == EntityTypes::Text);
static const float SLIGHTLY_BEHIND = -0.005f;
glm::vec4 textColor = glm::vec4(toGlm(getTextColorX()), 1.0f);
glm::vec4 backgroundColor = glm::vec4(toGlm(getBackgroundColorX()), 1.0f);
glm::vec3 dimensions = getDimensions();
// Render background
glm::vec3 minCorner = glm::vec3(0.0f, -dimensions.y, SLIGHTLY_BEHIND);
glm::vec3 maxCorner = glm::vec3(dimensions.x, 0.0f, SLIGHTLY_BEHIND);
glm::vec3 minCorner = glm::vec3(0.0f, -dimensions.y, 0.0f);
glm::vec3 maxCorner = glm::vec3(dimensions.x, 0.0f, 0.0f);
// Batch render calls
@ -59,7 +58,7 @@ void RenderableTextEntityItem::render(RenderArgs* args) {
batch.setModelTransform(transformToTopLeft);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, false, false, false, true);
DependencyManager::get<GeometryCache>()->renderQuad(batch, minCorner, maxCorner, backgroundColor);
float scale = _lineHeight / _textRenderer->getFontSize();