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

View File

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