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Render Convex Hull below 0 to avoid z fighting artifacts
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3e0a06e7ee
commit
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1 changed files with 4 additions and 4 deletions
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@ -46,11 +46,11 @@ class ConvexHullNode(SceneNode):
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mesh = MeshData()
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if len(hull_points) > 3:
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center = (hull_points.min(0) + hull_points.max(0)) / 2.0
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mesh.addVertex(center[0], 0.1, center[1])
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mesh.addVertex(center[0], -0.1, center[1])
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else:
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return None
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for point in hull_points:
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mesh.addVertex(point[0], 0.1, point[1])
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mesh.addVertex(point[0], -0.1, point[1])
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indices = []
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for i in range(len(hull_points) - 1):
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indices.append([0, i + 1, i + 2])
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@ -69,9 +69,9 @@ class ConvexHullNode(SceneNode):
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self._shader.setUniformValue("u_color", self._color)
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if self.getParent():
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renderer.queueNode(self, transparent = True, shader = self._shader)
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renderer.queueNode(self, transparent = True, shader = self._shader, backface_cull = True, sort = -8)
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if self._convex_hull_head_mesh:
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renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh)
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renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
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return True
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