Description:
Fix some rendering bugs.
This includes an embarassing bug where all trees were rendered at the
exact same depth.
Commit status:
[Not Reviewed]
References:
Diff options:
Comments:
0 Commit comments
0 Inline Comments
Unresolved TODOs:
There are no unresolved TODOs
|
1 | NO CONTENT: modified file, binary diff hidden |
|
NO CONTENT: modified file, binary diff hidden |
@@ -1,4 +1,4 | |||||
|
1 | // <autogenerated /> |
|
1 | // <autogenerated /> |
|
2 | using System; |
|
2 | using System; |
|
3 | using System.Reflection; |
|
3 | using System.Reflection; |
|
4 | // [assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETFramework,Version=v4.5", FrameworkDisplayName = ".NET Framework 4.5")] |
|
4 | // [assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETFramework,Version=v4.5", FrameworkDisplayName = ".NET Framework 4.5")] |
|
1 | NO CONTENT: modified file, binary diff hidden |
|
NO CONTENT: modified file, binary diff hidden |
@@ -183,9 +183,9 | |||||
|
183 | If nothing else, might be useful for future projects. |
|
183 | If nothing else, might be useful for future projects. |
|
184 | Bugs: |
|
184 | Bugs: |
|
185 | Graphics: |
|
185 | Graphics: |
|
186 | - Trees jump around when pressing show/hide grid |
|
186 | - Trees jump around when pressing show/hide grid @done(2022-01-23) |
|
187 | - Grids sometimes overlap trees, including area overlays |
|
187 | - Grids sometimes overlap trees, including area overlays |
|
188 | - Trees sometimes |
|
188 | - Trees sometimes overlap each other @done(2022-01-23) |
|
189 | - Sometimes framerate jumps to 180-200 fps. (Better than reverse, but kinda weird) |
|
189 | - Sometimes framerate jumps to 180-200 fps. (Better than reverse, but kinda weird) |
|
190 | - Graphics don't adjust for the resolution |
|
190 | - Graphics don't adjust for the resolution |
|
191 | - Scroll area @done(2021-06-23) |
|
191 | - Scroll area @done(2021-06-23) |
@@ -525,7 +525,7 | |||||
|
525 | { |
|
525 | { |
|
526 | float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10; |
|
526 | float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10; |
|
527 |
|
527 | ||
|
528 |
float depthOffset = 0.7f - (( |
|
528 | float depthOffset = 0.7f - ((x + (y * Tile.TileWidth)) / maxdepth); |
|
529 |
|
529 | ||
|
530 | Tile.drawTileAt(this.batch, x, y, tileIndex, height, depthOffset); |
|
530 | Tile.drawTileAt(this.batch, x, y, tileIndex, height, depthOffset); |
|
531 | } |
|
531 | } |
@@ -596,7 +596,7 | |||||
|
596 | #endregion draw_tiles |
|
596 | #endregion draw_tiles |
|
597 |
|
597 | ||
|
598 | #region draw_gridlines |
|
598 | #region draw_gridlines |
|
599 |
batch.Begin(SpriteSortMode. |
|
599 | batch.Begin(SpriteSortMode.Deferred, |
|
600 | BlendState.AlphaBlend, |
|
600 | BlendState.AlphaBlend, |
|
601 | null, |
|
601 | null, |
|
602 | null, |
|
602 | null, |
@@ -638,6 +638,7 | |||||
|
638 |
|
638 | ||
|
639 | } |
|
639 | } |
|
640 | } |
|
640 | } |
|
|
641 | batch.End(); | ||
|
641 | stopWatch2.Stop(); |
|
642 | stopWatch2.Stop(); |
|
642 | this.gridDrawTime = stopWatch2.Elapsed; |
|
643 | this.gridDrawTime = stopWatch2.Elapsed; |
|
643 | #endregion draw_gridlines |
|
644 | #endregion draw_gridlines |
@@ -681,6 +682,13 | |||||
|
681 |
|
682 | ||
|
682 | } |
|
683 | } |
|
683 | */ |
|
684 | */ |
|
|
685 | batch.Begin(SpriteSortMode.BackToFront, | ||
|
|
686 | BlendState.AlphaBlend, | ||
|
|
687 | null, | ||
|
|
688 | null, | ||
|
|
689 | null, | ||
|
|
690 | null, | ||
|
|
691 | camera.get_transformation(GraphicsDevice)); | ||
|
684 |
|
692 | ||
|
685 | #if DEBUG |
|
693 | #if DEBUG |
|
686 | drawTileAt(4, 4, 140, 3); |
|
694 | drawTileAt(4, 4, 140, 3); |
You need to be logged in to leave comments.
Login now