Fix terrain overlay rendering after water.
This was SVN commit r15628.
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f7cab71243
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@ -1540,7 +1540,7 @@ void CRenderer::RenderSubmissions(const CBoundingBoxAligned& waterScissor)
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}
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// render debug-related terrain overlays
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// render debug-related terrain overlays
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ITerrainOverlay::RenderOverlaysAfterWater();
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ITerrainOverlay::RenderOverlaysAfterWater(cullGroup);
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ogl_WarnIfError();
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ogl_WarnIfError();
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// render some other overlays after water (so they can be displayed on top of water)
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// render some other overlays after water (so they can be displayed on top of water)
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@ -94,7 +94,7 @@ void ITerrainOverlay::RenderOverlaysBeforeWater()
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g_TerrainOverlayList[i].first->RenderBeforeWater();
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g_TerrainOverlayList[i].first->RenderBeforeWater();
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}
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}
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void ITerrainOverlay::RenderOverlaysAfterWater()
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void ITerrainOverlay::RenderOverlaysAfterWater(int cullGroup)
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{
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{
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if (g_TerrainOverlayList.empty())
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if (g_TerrainOverlayList.empty())
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return;
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return;
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@ -102,7 +102,7 @@ void ITerrainOverlay::RenderOverlaysAfterWater()
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PROFILE3_GPU("terrain overlays (after)");
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PROFILE3_GPU("terrain overlays (after)");
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for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
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for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
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g_TerrainOverlayList[i].first->RenderAfterWater();
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g_TerrainOverlayList[i].first->RenderAfterWater(cullGroup);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@ -44,7 +44,7 @@ public:
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virtual void RenderBeforeWater() { }
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virtual void RenderBeforeWater() { }
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virtual void RenderAfterWater() { }
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virtual void RenderAfterWater(int cullGroup) { }
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/**
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/**
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* Draw all ITerrainOverlay objects that exist
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* Draw all ITerrainOverlay objects that exist
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@ -56,7 +56,7 @@ public:
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* Draw all ITerrainOverlay objects that exist
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* Draw all ITerrainOverlay objects that exist
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* and that should be drawn after water.
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* and that should be drawn after water.
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*/
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*/
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static void RenderOverlaysAfterWater();
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static void RenderOverlaysAfterWater(int cullGroup);
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protected:
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protected:
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ITerrainOverlay(int priority);
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ITerrainOverlay(int priority);
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