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forked from 0ad/0ad

Fix terrain overlay rendering after water.

This was SVN commit r15628.
This commit is contained in:
wraitii 2014-08-12 15:58:03 +00:00
parent f7cab71243
commit 0b385384aa
3 changed files with 5 additions and 5 deletions

View File

@ -1540,7 +1540,7 @@ void CRenderer::RenderSubmissions(const CBoundingBoxAligned& waterScissor)
} }
// render debug-related terrain overlays // render debug-related terrain overlays
ITerrainOverlay::RenderOverlaysAfterWater(); ITerrainOverlay::RenderOverlaysAfterWater(cullGroup);
ogl_WarnIfError(); ogl_WarnIfError();
// render some other overlays after water (so they can be displayed on top of water) // render some other overlays after water (so they can be displayed on top of water)

View File

@ -94,7 +94,7 @@ void ITerrainOverlay::RenderOverlaysBeforeWater()
g_TerrainOverlayList[i].first->RenderBeforeWater(); g_TerrainOverlayList[i].first->RenderBeforeWater();
} }
void ITerrainOverlay::RenderOverlaysAfterWater() void ITerrainOverlay::RenderOverlaysAfterWater(int cullGroup)
{ {
if (g_TerrainOverlayList.empty()) if (g_TerrainOverlayList.empty())
return; return;
@ -102,7 +102,7 @@ void ITerrainOverlay::RenderOverlaysAfterWater()
PROFILE3_GPU("terrain overlays (after)"); PROFILE3_GPU("terrain overlays (after)");
for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i) for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
g_TerrainOverlayList[i].first->RenderAfterWater(); g_TerrainOverlayList[i].first->RenderAfterWater(cullGroup);
} }
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////

View File

@ -44,7 +44,7 @@ public:
virtual void RenderBeforeWater() { } virtual void RenderBeforeWater() { }
virtual void RenderAfterWater() { } virtual void RenderAfterWater(int cullGroup) { }
/** /**
* Draw all ITerrainOverlay objects that exist * Draw all ITerrainOverlay objects that exist
@ -56,7 +56,7 @@ public:
* Draw all ITerrainOverlay objects that exist * Draw all ITerrainOverlay objects that exist
* and that should be drawn after water. * and that should be drawn after water.
*/ */
static void RenderOverlaysAfterWater(); static void RenderOverlaysAfterWater(int cullGroup);
protected: protected:
ITerrainOverlay(int priority); ITerrainOverlay(int priority);