Render Convex Hull below 0 to avoid z fighting artifacts

This commit is contained in:
Arjen Hiemstra 2015-12-09 15:31:14 +01:00
parent 3e0a06e7ee
commit 45d797515f

View file

@ -46,11 +46,11 @@ class ConvexHullNode(SceneNode):
mesh = MeshData()
if len(hull_points) > 3:
center = (hull_points.min(0) + hull_points.max(0)) / 2.0
mesh.addVertex(center[0], 0.1, center[1])
mesh.addVertex(center[0], -0.1, center[1])
else:
return None
for point in hull_points:
mesh.addVertex(point[0], 0.1, point[1])
mesh.addVertex(point[0], -0.1, point[1])
indices = []
for i in range(len(hull_points) - 1):
indices.append([0, i + 1, i + 2])
@ -69,9 +69,9 @@ class ConvexHullNode(SceneNode):
self._shader.setUniformValue("u_color", self._color)
if self.getParent():
renderer.queueNode(self, transparent = True, shader = self._shader)
renderer.queueNode(self, transparent = True, shader = self._shader, backface_cull = True, sort = -8)
if self._convex_hull_head_mesh:
renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh)
renderer.queueNode(self, shader = self._shader, transparent = True, mesh = self._convex_hull_head_mesh, backface_cull = True, sort = -8)
return True