Remove SetDepthRange calls from SectorView.cpp

This function was used to prevent the indicators from overlapping the
stars, Now they just move a little beyond the stars.
master
Gliese852 2020-12-18 23:33:53 +03:00 committed by Webster Sheets
parent 705525b8a0
commit 3b76572336
1 changed files with 8 additions and 11 deletions

View File

@ -366,11 +366,10 @@ void SectorView::Draw3D()
pTrans.Rotate(DEG2RAD(-m_rotX), 1, 0, 0);
// corretion to the size of the current star, and hardcoded "3", the size of the player's indicator
pTrans.Scale(currentStarSize * 3.);
m_renderer->SetTransform(pTrans);
m_renderer->SetDepthRange(0.2, 1.0);
// move this disk 0.03 light years further so that it does not overlap the star, and selected indicator and hyperspace target indicator
m_renderer->SetTransform(matrix4x4f::Translation((pTrans * vector3f(.0f)).NormalizedSafe() * 0.03) * pTrans);
m_disk->SetColor(Color(0, 0, 204));
m_disk->Draw(m_renderer);
m_renderer->ResetDepthRange();
}
void SectorView::SetHyperspaceTarget(const SystemPath &path)
@ -508,7 +507,6 @@ void SectorView::PutFactionLabels(const vector3f &origin)
{
PROFILE_SCOPED()
m_renderer->SetDepthRange(0, 1);
Gui::Screen::EnterOrtho();
if (!m_material)
@ -619,7 +617,6 @@ void SectorView::DrawNearSectors(const matrix4x4f &modelview)
const vector3f secOrigin = vector3f(int(floorf(m_pos.x)), int(floorf(m_pos.y)), int(floorf(m_pos.z)));
m_renderer->SetTransform(modelview);
m_renderer->SetDepthRange(0, 1);
Gui::Screen::EnterOrtho();
for (int sx = -DRAW_RAD; sx <= DRAW_RAD; sx++) {
for (int sy = -DRAW_RAD; sy <= DRAW_RAD; sy++) {
@ -760,8 +757,8 @@ const std::string SectorView::AutoRoute(const SystemPath &start, const SystemPat
Output("SectorView::AutoRoute, nodes to search = %lu, earlied out sector distance from line: %lu times.\n", nodes.size(), secLineToFar);
// setup inital values and set everything as unvisited
std::vector<float> path_dist; // distance from source to node
std::vector<std::vector<SystemPath>::size_type> path_prev; // previous node in optimal path
std::vector<float> path_dist; // distance from source to node
std::vector<std::vector<SystemPath>::size_type> path_prev; // previous node in optimal path
std::unordered_set<std::vector<SystemPath>::size_type> unvisited;
// we know how big these need to be, to reserve space up front
path_dist.reserve(nodes.size());
@ -1057,16 +1054,16 @@ void SectorView::DrawNearSector(const int sx, const int sy, const int sz, const
// selected indicator
if (i->IsSameSystem(m_selected)) {
m_renderer->SetDepthRange(0.1, 1.0);
m_disk->SetColor(Color(0, 204, 0));
m_renderer->SetTransform(systrans * matrix4x4f::ScaleMatrix(2.f));
// move this disk 0.01 light years further so that it does not overlap the star
m_renderer->SetTransform(matrix4x4f::Translation((systrans * vector3f(.0f)).NormalizedSafe() * 0.01) * systrans * matrix4x4f::ScaleMatrix(2.f));
m_disk->Draw(m_renderer);
}
// hyperspace target indicator (if different from selection)
if (i->IsSameSystem(m_hyperspaceTarget) && m_hyperspaceTarget != m_selected && (!m_inSystem || m_hyperspaceTarget != m_current)) {
m_renderer->SetDepthRange(0.1, 1.0);
m_disk->SetColor(Color(77, 77, 77));
m_renderer->SetTransform(systrans * matrix4x4f::ScaleMatrix(2.f));
// move this disk 0.02 light years further so that it does not overlap the star, and selected indicator
m_renderer->SetTransform(matrix4x4f::Translation((systrans * vector3f(.0f)).NormalizedSafe() * 0.02) * systrans * matrix4x4f::ScaleMatrix(2.f));
m_disk->Draw(m_renderer);
}
// hyperspace range sphere