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https://github.com/TorqueGameEngines/Torque3D.git
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test commit to fix debug draw
pass all draws through duDebugDraw instead of calling our class directly.
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parent
81504fb089
commit
26ebdd093b
6 changed files with 172 additions and 293 deletions
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@ -383,7 +383,6 @@ void GuiNavEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
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if(gServerContainer.castRay(startPnt, endPnt, StaticShapeObjectType, &ri))
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{
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mTile = mMesh->getTile(ri.point);
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dd.clear();
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mMesh->renderTileData(dd, mTile);
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}
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}
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@ -610,13 +609,13 @@ void GuiNavEditorCtrl::renderScene(const RectI & updateRect)
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{
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renderBoxOutline(mMesh->getTileBox(mCurTile), ColorI::BLUE);
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renderBoxOutline(mMesh->getTileBox(mTile), ColorI::GREEN);
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if(Con::getBoolVariable("$Nav::Editor::renderVoxels", false)) dd.renderGroup(0);
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if(Con::getBoolVariable("$Nav::Editor::renderInput", false))
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/*if (Con::getBoolVariable("$Nav::Editor::renderVoxels", false)) dd.renderGroup(0);
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if (Con::getBoolVariable("$Nav::Editor::renderInput", false))
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{
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dd.depthMask(false);
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dd.renderGroup(1);
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dd.depthMask(true);
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}
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}*/
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}
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if(mMode == mTestMode)
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@ -630,7 +629,6 @@ void GuiNavEditorCtrl::renderScene(const RectI & updateRect)
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duDebugDrawTorque d;
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if(!mMesh.isNull())
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mMesh->renderLinks(d);
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d.render();
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// Now draw all the 2d stuff!
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GFX->setClipRect(updateRect);
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