Fixed texture rendering order when fading
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+15
-13
@@ -23,18 +23,6 @@ public:
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if (m_Texture == nullptr)
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return;
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// Main texture
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{
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FrameJob job;
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job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
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job.Viewport = Rectangle(Left(), Top(), Width, Height);
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job.TextureID = m_Texture->ResourceID;
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job.DiffuseTexture = *m_Texture;
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job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
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job.Name = Name();
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rq.GUI.Add(job);
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}
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// Texture while fading
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if (m_FadeTexture && m_CurrentFade < 1) {
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FrameJob job;
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@@ -46,9 +34,21 @@ public:
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job.Name = Name();
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rq.GUI.Add(job);
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}
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// Main texture
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{
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FrameJob job;
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job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
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job.Viewport = Rectangle(Left(), Top(), Width, Height);
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job.TextureID = m_Texture->ResourceID;
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job.DiffuseTexture = *m_Texture;
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job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
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job.Name = Name();
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rq.GUI.Add(job);
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}
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}
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dd::Texture* Texture() const { return m_Texture; }
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std::string Texture() const { return m_TextureName; }
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void SetTexture(std::string resourceName)
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{
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@@ -58,6 +58,7 @@ public:
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}
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m_Texture = ResourceManager::Load<dd::Texture>(resourceName);
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m_TextureName = resourceName;
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if (m_Texture == nullptr) {
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m_Texture = ResourceManager::Load<dd::Texture>("Textures/Core/ErrorTexture.png");
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}
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@@ -98,6 +99,7 @@ public:
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protected:
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bool m_ScissorEnabled = true;
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dd::Texture* m_Texture = nullptr;
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std::string m_TextureName;
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dd::Texture* m_FadeTexture = nullptr;
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glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
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float m_FadeDuration = 0.f;
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