Fix text outline render order
This commit is contained in:
@@ -315,8 +315,10 @@ namespace Nz
|
||||
m_defaultMaterials.basicTransparent = m_defaultMaterials.basicMaterial->Instantiate();
|
||||
m_defaultMaterials.basicTransparent->DisablePass(depthPassIndex);
|
||||
m_defaultMaterials.basicTransparent->DisablePass(shadowPassIndex);
|
||||
m_defaultMaterials.basicTransparent->UpdatePassFlags(forwardPassIndex, MaterialPassFlag::SortByDistance);
|
||||
m_defaultMaterials.basicTransparent->UpdatePassStates(forwardPassIndex, [](RenderStates& renderStates)
|
||||
{
|
||||
renderStates.depthBuffer = true;
|
||||
renderStates.depthWrite = false;
|
||||
renderStates.blending = true;
|
||||
renderStates.blend.modeColor = BlendEquation::Add;
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace Nz
|
||||
m_material(std::move(material))
|
||||
{
|
||||
if (!m_material)
|
||||
m_material = Graphics::Instance()->GetDefaultMaterials().basicTransparent->Clone();
|
||||
m_material = Graphics::Instance()->GetDefaultMaterials().basicTransparent;
|
||||
}
|
||||
|
||||
void TextSprite::BuildElement(ElementRendererRegistry& registry, const ElementData& elementData, std::size_t passIndex, std::vector<RenderElementOwner>& elements) const
|
||||
@@ -44,7 +44,7 @@ namespace Nz
|
||||
RenderIndices& indices = pair.second;
|
||||
|
||||
if (indices.count > 0)
|
||||
elements.emplace_back(registry.AllocateElement<RenderSpriteChain>(GetRenderLayer(), m_material, passFlags, renderPipeline, *elementData.worldInstance, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], *elementData.scissorBox));
|
||||
elements.emplace_back(registry.AllocateElement<RenderSpriteChain>(GetRenderLayer() + key.renderOrder, m_material, passFlags, renderPipeline, *elementData.worldInstance, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], *elementData.scissorBox));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user