Territory boundaries are now rendered before transparent objects, so these can properly cover them.
This was SVN commit r4306.
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e2262b0525
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@ -314,6 +314,7 @@ void Render()
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}
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glEnable( GL_DEPTH_TEST );
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PROFILE_START( "render entity outlines" );
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g_Mouseover.renderSelectionOutlines();
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g_Selection.renderSelectionOutlines();
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@ -324,11 +325,7 @@ void Render()
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g_Selection.renderAuras();
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PROFILE_END( "render entity auras" );
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PROFILE_START( "render territories" );
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g_Game->GetWorld()->GetTerritoryManager()->renderTerritories();
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PROFILE_END( "render territories" );
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glDisable( GL_DEPTH_TEST );
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glDisable(GL_DEPTH_TEST);
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PROFILE_START( "render entity bars" );
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pglActiveTextureARB(GL_TEXTURE1_ARB);
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@ -33,6 +33,7 @@
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#include "ps/World.h"
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#include "ps/Player.h"
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#include "simulation/LOSManager.h"
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#include "simulation/TerritoryManager.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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@ -1209,8 +1210,12 @@ void CRenderer::FlushFrame()
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RenderPatches();
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oglCheck();
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g_Game->GetWorld()->GetTerritoryManager()->renderTerritories();
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oglCheck();
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// render debug-related terrain overlays
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TerrainOverlay::RenderOverlays();
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oglCheck();
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MICROLOG(L"render models");
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RenderModels();
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@ -4,6 +4,7 @@
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#include "ps/Game.h"
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#include "ps/Player.h"
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#include "ps/Profile.h"
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#include "graphics/Terrain.h"
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#include "graphics/GameView.h"
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#include "Entity.h"
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@ -218,12 +219,17 @@ void CTerritoryManager::CalculateBoundary( std::vector<CEntity*>& centres, size_
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}
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void CTerritoryManager::renderTerritories()
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{
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PROFILE( "render territories" );
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if (m_DelayedRecalculate)
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{
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Recalculate();
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m_DelayedRecalculate = false;
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}
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_LINE_SMOOTH);
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glLineWidth(1.5f);
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@ -313,6 +319,9 @@ void CTerritoryManager::renderTerritories()
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}
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}
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glDisable(GL_LINE_SMOOTH);
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glLineWidth(1.0f);
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glColor4f(1,1,1,1);
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}
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