HealthHUD redesigned
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@@ -168,6 +168,7 @@ void Renderer::SortRenderJobsByDepth(RenderScene &scene)
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//Sort all forward jobs so transparency is good.
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scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
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scene.Jobs.SpriteJob.sort(Renderer::DepthSort);
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scene.Jobs.Text.sort(Renderer::DepthSort);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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@@ -27,7 +27,7 @@ void HealthHUDSystem::Update(double dt)
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s = s + "/";
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s = s + std::to_string((int)(double)entityIDParent["Health"]["MaxHealth"]);
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float healthPercentage = (double)entityIDParent["Health"]["Health"]/(double)entityIDParent["Health"]["MaxHealth"];
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(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Fill"]["Color"]).a);
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(glm::vec4&)entity["Text"]["Color"] = glm::vec4(1.0 - healthPercentage, 0.f, healthPercentage, glm::vec4(entity["Text"]["Color"]).a);
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entity["Text"]["Content"] = s;
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}
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