path-149 overlay of navmesh on onto renderables
parent
96e8d4876a
commit
e2fd0266ca
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@ -35,7 +35,7 @@
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//=============================================================================
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LLRenderNavPrim gRenderNav;
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//=============================================================================
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void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color ) const
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void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color,bool overlayMode ) const
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{
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LLGLSLShader::sNoFixedFunction = false;
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LLColor4 colorA( color );
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@ -54,10 +54,17 @@ void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& en
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glLineWidth(1.0f);
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}
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//=============================================================================
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void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const
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void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color,bool overlayMode ) const
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{
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glLineWidth(1.5f);
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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glLineWidth(1.5f);
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if ( overlayMode )
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{
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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else
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{
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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LLGLDisable cull(GL_CULL_FACE);
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LLColor4 colorA( color );
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colorA*=1.5f;
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@ -71,6 +78,8 @@ void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const L
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}
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gGL.end();
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gGL.flush();
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glLineWidth(1.0f);
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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LLGLSLShader::sNoFixedFunction = true;
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}
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//=============================================================================
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@ -40,9 +40,9 @@ class LLRenderNavPrim
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{
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public:
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//Draw a line
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void renderSegment( const LLVector3& start, const LLVector3& end, int color ) const;
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void renderSegment( const LLVector3& start, const LLVector3& end, int color,bool overlayMode ) const;
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//Draw simple tri
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void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const;
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void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color,bool overlayMode ) const;
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//Draw the contents of vertex buffer
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void renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt );
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@ -920,7 +920,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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glEnable(GL_DEPTH_TEST);
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gGL.setSceneBlendType( LLRender::BT_ALPHA );
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gGL.setAmbientLightColor( LLColor4::white );
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LLPathingLib::getInstance()->renderNavMesh();
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LLPathingLib::getInstance()->renderNavMesh( allowRenderables );
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exclusiveDraw = true;
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}
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//physics/exclusion shapes
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