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@@ -768,8 +768,9 @@ void Device::render(World &world, UnitId camera_unit)
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bgfx::setViewRect(VIEW_SPRITE_7, 0, 0, _width, _height);
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bgfx::setViewRect(VIEW_MESH, 0, 0, _width, _height);
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bgfx::setViewRect(VIEW_DEBUG, 0, 0, _width, _height);
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- bgfx::setViewRect(VIEW_GUI, 0, 0, _width, _height);
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bgfx::setViewRect(VIEW_SELECTION, 0, 0, _width, _height);
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+ bgfx::setViewRect(VIEW_OUTLINE, 0, 0, _width, _height);
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+ bgfx::setViewRect(VIEW_GUI, 0, 0, _width, _height);
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bgfx::setViewRect(VIEW_GRAPH, 0, 0, _width, _height);
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bgfx::setViewMode(VIEW_SPRITE_0, bgfx::ViewMode::DepthAscending);
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@@ -793,8 +794,9 @@ void Device::render(World &world, UnitId camera_unit)
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bgfx::setViewFrameBuffer(VIEW_SPRITE_7, _pipeline->_main_frame_buffer);
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bgfx::setViewFrameBuffer(VIEW_MESH, _pipeline->_main_frame_buffer);
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bgfx::setViewFrameBuffer(VIEW_DEBUG, _pipeline->_main_frame_buffer);
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- bgfx::setViewFrameBuffer(VIEW_GUI, _pipeline->_main_frame_buffer);
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bgfx::setViewFrameBuffer(VIEW_SELECTION, _pipeline->_selection_frame_buffer);
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+ bgfx::setViewFrameBuffer(VIEW_OUTLINE, _pipeline->_main_frame_buffer);
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+ bgfx::setViewFrameBuffer(VIEW_GUI, _pipeline->_main_frame_buffer);
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bgfx::setViewFrameBuffer(VIEW_GRAPH, _pipeline->_main_frame_buffer);
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bgfx::setViewFrameBuffer(VIEW_BLIT, BGFX_INVALID_HANDLE);
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@@ -808,8 +810,9 @@ void Device::render(World &world, UnitId camera_unit)
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bgfx::touch(VIEW_SPRITE_7);
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bgfx::touch(VIEW_MESH);
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bgfx::touch(VIEW_DEBUG);
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- bgfx::touch(VIEW_GUI);
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bgfx::touch(VIEW_SELECTION);
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+ bgfx::touch(VIEW_OUTLINE);
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+ bgfx::touch(VIEW_GUI);
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bgfx::touch(VIEW_GRAPH);
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bgfx::touch(VIEW_BLIT);
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