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Commit e2fd0266 authored by prep's avatar prep
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path-149 overlay of navmesh on onto renderables

parent 96e8d487
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...@@ -35,7 +35,7 @@ ...@@ -35,7 +35,7 @@
//============================================================================= //=============================================================================
LLRenderNavPrim gRenderNav; LLRenderNavPrim gRenderNav;
//============================================================================= //=============================================================================
void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color ) const void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color,bool overlayMode ) const
{ {
LLGLSLShader::sNoFixedFunction = false; LLGLSLShader::sNoFixedFunction = false;
LLColor4 colorA( color ); LLColor4 colorA( color );
...@@ -54,10 +54,17 @@ void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& en ...@@ -54,10 +54,17 @@ void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& en
glLineWidth(1.0f); glLineWidth(1.0f);
} }
//============================================================================= //=============================================================================
void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color,bool overlayMode ) const
{ {
glLineWidth(1.5f); glLineWidth(1.5f);
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); if ( overlayMode )
{
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
else
{
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
LLGLDisable cull(GL_CULL_FACE); LLGLDisable cull(GL_CULL_FACE);
LLColor4 colorA( color ); LLColor4 colorA( color );
colorA*=1.5f; colorA*=1.5f;
...@@ -71,6 +78,8 @@ void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const L ...@@ -71,6 +78,8 @@ void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const L
} }
gGL.end(); gGL.end();
gGL.flush(); gGL.flush();
glLineWidth(1.0f);
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
LLGLSLShader::sNoFixedFunction = true; LLGLSLShader::sNoFixedFunction = true;
} }
//============================================================================= //=============================================================================
......
...@@ -40,9 +40,9 @@ class LLRenderNavPrim ...@@ -40,9 +40,9 @@ class LLRenderNavPrim
{ {
public: public:
//Draw a line //Draw a line
void renderSegment( const LLVector3& start, const LLVector3& end, int color ) const; void renderSegment( const LLVector3& start, const LLVector3& end, int color,bool overlayMode ) const;
//Draw simple tri //Draw simple tri
void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const; void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color,bool overlayMode ) const;
//Draw the contents of vertex buffer //Draw the contents of vertex buffer
void renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt ); void renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt );
......
...@@ -920,7 +920,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) ...@@ -920,7 +920,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
gGL.setSceneBlendType( LLRender::BT_ALPHA ); gGL.setSceneBlendType( LLRender::BT_ALPHA );
gGL.setAmbientLightColor( LLColor4::white ); gGL.setAmbientLightColor( LLColor4::white );
LLPathingLib::getInstance()->renderNavMesh(); LLPathingLib::getInstance()->renderNavMesh( allowRenderables );
exclusiveDraw = true; exclusiveDraw = true;
} }
//physics/exclusion shapes //physics/exclusion shapes
......
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