use OpenGLRenderable to draw camera workzone for proper sorting and smoother states management
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@@ -2287,6 +2287,11 @@ void OpenGLShader::construct( const char* name ){
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hiddenLine.m_depthfunc = GL_GREATER;
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hiddenLine.m_linestipple_factor = 2;
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}
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else if ( string_equal( name + 1, "CAM_WORKZONE" ) ) {
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state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_BLEND | RENDER_COLOURARRAY | RENDER_OFFSETLINE | RENDER_SMOOTH;
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state.m_sort = OpenGLState::eSortOverlayFirst + 3;
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state.m_depthfunc = GL_LEQUAL;
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}
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else if ( string_equal( name + 1, "XY_OVERLAY" ) ) {
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state.m_colour[0] = g_xywindow_globals.color_selbrushes[0];
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state.m_colour[1] = g_xywindow_globals.color_selbrushes[1];
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