Monster bounding boxes are now visible through walls

This commit is contained in:
David Vierra 2015-07-11 22:44:00 -10:00
parent 0822f87e7f
commit 875a5d5a03

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@ -9,7 +9,7 @@ from mcedit2.rendering import renderstates, scenegraph
from mcedit2.rendering.blockmeshes import standardCubeTemplates
from mcedit2.rendering.blockmeshes import ChunkMeshBase
from mcedit2.rendering.layers import Layer
from mcedit2.rendering.scenegraph import PolygonModeNode
from mcedit2.rendering.scenegraph import PolygonModeNode, DepthFuncNode
from mcedit2.rendering.slices import _XYZ
from mcedit2.rendering.vertexarraybuffer import QuadVertexArrayBuffer
from mceditlib.anvil.entities import PCPaintingEntityRefBase
@ -151,8 +151,12 @@ class MonsterRenderer(EntityMeshBase):
yield
vertexNode = scenegraph.VertexNode(monsters)
self.sceneNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
self.sceneNode.addChild(vertexNode)
polyNode = PolygonModeNode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
polyNode.addChild(vertexNode)
depthNode = DepthFuncNode(GL.GL_ALWAYS)
depthNode.addChild(polyNode)
self.sceneNode = depthNode