Render the grid a bit below 0, so we avoid some z fighting artifacts

This commit is contained in:
Arjen Hiemstra 2015-12-09 15:30:48 +01:00
parent 8a5f2b347a
commit 3e0a06e7ee

View file

@ -71,7 +71,7 @@ class BuildVolume(SceneNode):
renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines)
renderer.queueNode(self, mesh = self._grid_mesh, shader = self._grid_shader, backface_cull = True)
if self._disallowed_area_mesh:
renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True)
renderer.queueNode(self, mesh = self._disallowed_area_mesh, shader = self._shader, transparent = True, backface_cull = True, sort = -9)
return True
def rebuild(self):
@ -106,17 +106,17 @@ class BuildVolume(SceneNode):
mb = MeshBuilder()
mb.addQuad(
Vector(min_w, min_h, min_d),
Vector(max_w, min_h, min_d),
Vector(max_w, min_h, max_d),
Vector(min_w, min_h, max_d)
Vector(min_w, min_h - 0.2, min_d),
Vector(max_w, min_h - 0.2, min_d),
Vector(max_w, min_h - 0.2, max_d),
Vector(min_w, min_h - 0.2, max_d)
)
self._grid_mesh = mb.getData()
for n in range(0, 6):
v = self._grid_mesh.getVertex(n)
self._grid_mesh.setVertexUVCoordinates(n, v[0], v[2])
disallowed_area_height = 0.2
disallowed_area_height = 0.1
disallowed_area_size = 0
if self._disallowed_areas:
mb = MeshBuilder()