Fixed depth sorting for HUD elements.
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@@ -623,9 +623,13 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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for(auto& job : jobs) {
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auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
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RenderState jobState;
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if (spriteJob) {
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if(spriteJob->Depth == 0)
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{
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jobState.Disable(GL_DEPTH_TEST);
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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@@ -62,6 +62,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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std::string diffuseResource = cSprite["DiffuseTexture"];
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std::string glowResource = cSprite["GlowMap"];
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bool depthSorted = cSprite["DepthSort"];
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if (diffuseResource.empty() && glowResource.empty()) {
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continue;
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}
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@@ -77,7 +78,8 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
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//modelMatrix *= m_Camera->BillboardMatrix();
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std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage));
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std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted));
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jobs.push_back(spriteJob);
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}
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