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Fixed handle line rendering so they're always in front

Marko Pintera 11 лет назад
Родитель
Сommit
608f13044e

+ 1 - 1
BansheeEditor/Include/BsEditorSettings.h

@@ -56,7 +56,7 @@ namespace BansheeEngine
 		UINT32 mGridMajorAxisSpacing = 10;
 		UINT32 mGridAxisMarkerSpacing = 25;
 
-		float mHandleSize = 0.25f;
+		float mHandleSize = 0.025f;
 
 		mutable UINT32 mHash = 0;
 	};

+ 7 - 0
BansheeEditor/Source/BsBuiltinEditorResources.cpp

@@ -1428,9 +1428,16 @@ namespace BansheeEngine
 		HGpuProgram vsProgram = getGpuProgram(ShaderWireGizmoVSFile);
 		HGpuProgram psProgram = getGpuProgram(ShaderWireGizmoPSFile);
 
+		DEPTH_STENCIL_STATE_DESC depthStencilStateDesc;
+		depthStencilStateDesc.depthWriteEnable = false;
+		depthStencilStateDesc.depthReadEnable = false;
+
+		HDepthStencilState depthStencilState = DepthStencilState::create(depthStencilStateDesc);
+
 		PASS_DESC passDesc;
 		passDesc.vertexProgram = vsProgram;
 		passDesc.fragmentProgram = psProgram;
+		passDesc.depthStencilState = depthStencilState;
 
 		PassPtr newPass = Pass::create(passDesc);
 		TechniquePtr newTechnique = Technique::create(mActiveRenderSystem, RendererInvariant, { newPass });

+ 0 - 2
BansheeOISInput/Source/BsInputHandlerOIS.cpp

@@ -207,8 +207,6 @@ namespace BansheeEngine
 		rawXValue *= 0.1f;
 		rawYValue *= 0.1f;
 
-		LOGWRN(toString(rawXValue) + " - " + toString(rawYValue));
-
 		mMouseSampleAccumulator[0] = 0;
 		mMouseSampleAccumulator[1] = 0;