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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 00:27:42 +00:00

HUD rendering bug fixes

This commit is contained in:
Jack Andersen
2018-01-05 20:50:42 -10:00
parent a78c4c6b36
commit 168fab6b14
47 changed files with 254 additions and 120 deletions

View File

@@ -598,7 +598,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
//if (x3c_pauseScreenBlur->IsGameDraw())
{
x34_samusHud->GetTargetingManager().Draw(stateMgr, true);
CGraphics::SetDepthRange(0.015625f, 0.03125f);
CGraphics::SetDepthRange(DEPTH_SCREEN_ACTORS, DEPTH_GUN);
bool scanVisor = stateMgr.GetPlayerState()->GetActiveVisor(stateMgr) == CPlayerState::EPlayerVisor::Scan;
if (drawVisor && x1f0_enablePlayerVisor)
{
@@ -612,7 +612,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
x40_samusReflection->Draw(stateMgr);
if (drawVisor)
{
CGraphics::SetDepthRange(0.001953125f, 0.015625f);
CGraphics::SetDepthRange(DEPTH_HUD, DEPTH_SCREEN_ACTORS);
if (staticAlpha > 0.f)
m_randomStatic.draw(zeus::CColor(1.f, staticAlpha), 1.f);
x34_samusHud->Draw(stateMgr, x1f4_visorStaticAlpha * (1.f - staticAlpha),
@@ -621,7 +621,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
}
}
float preDrawBlur = true;
bool preDrawBlur = true;
if (x1bc_prevState >= EInGameGuiState::Zero && x1bc_prevState <= EInGameGuiState::InGame)
if (x1bc_prevState != EInGameGuiState::MapScreen && x1c0_nextState != EInGameGuiState::MapScreen)
preDrawBlur = false;
@@ -647,7 +647,7 @@ void CInGameGuiManager::Draw(CStateManager& stateMgr)
mapAlpha = 0.f;
x34_samusHud->GetBaseHudFrame()->GetFrameCamera()->Draw(CGuiWidgetDrawParms(0.f, zeus::CVector3f::skZero));
CGraphics::SetDepthRange(0.f, 0.001953125f);
CGraphics::SetDepthRange(DEPTH_NEAR, DEPTH_HUD);
x148_model_automapper->SetIsVisible(true);
x148_model_automapper->Draw(CGuiWidgetDrawParms(1.f, zeus::CVector3f::skZero));
// ZTest no write