Forced Backgrounds fragments depth to maximum (1)
Former-commit-id: 98af132b7cc61469af752d1210dfb03e0c9b63ec
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@@ -13,7 +13,11 @@ namespace
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NzRenderStates BuildRenderStates()
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{
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NzRenderStates states;
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states.parameters[nzRendererParameter_DepthBuffer] = false;
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states.depthFunc = nzRendererComparison_Equal;
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states.faceCulling = nzFaceSide_Front;
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states.parameters[nzRendererParameter_DepthBuffer] = true;
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states.parameters[nzRendererParameter_DepthWrite] = false;
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states.parameters[nzRendererParameter_FaceCulling] = true;
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return states;
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}
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@@ -29,6 +33,9 @@ NzTextureBackground::NzTextureBackground()
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params.fullscreenQuad.diffuseMapping = true;
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m_program = NzShaderProgramManager::Get(params);
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
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m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
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m_program->SendInteger(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
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}
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NzTextureBackground::NzTextureBackground(NzTexture* texture) :
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@@ -43,9 +50,6 @@ void NzTextureBackground::Draw(const NzScene* scene) const
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static NzRenderStates states(BuildRenderStates());
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m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
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m_program->SendInteger(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
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NzRenderer::SetRenderStates(states);
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NzRenderer::SetShaderProgram(m_program);
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NzRenderer::SetTexture(0, m_texture);
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