implemented col line rendering

This commit is contained in:
aap 2019-07-19 13:58:19 +02:00
parent 59145cea83
commit 0ad39c020c
14 changed files with 354 additions and 22 deletions

View file

@ -23,11 +23,13 @@
bool gbShowPedRoadGroups;
bool gbShowCarRoadGroups;
bool gbShowCollisionPolys;
bool gbShowCollisionLines;
bool gbDontRenderBuildings;
bool gbDontRenderBigBuildings;
bool gbDontRenderPeds;
bool gbDontRenderObjects;
bool gbDontRenderVehicles;
struct EntityInfo
{
@ -132,6 +134,10 @@ CRenderer::RenderOneNonRoad(CEntity *e)
else if(e->IsObject() || e->IsDummy()){
if(gbDontRenderObjects)
return;
}else if(e->IsVehicle()){
// re3 addition
if(gbDontRenderVehicles)
return;
}
#endif
@ -285,6 +291,21 @@ CRenderer::RenderFadingInEntities(void)
CVisibilityPlugins::RenderFadingEntities();
}
void
CRenderer::RenderCollisionLines(void)
{
int i;
// game doesn't draw fading in entities
// this should probably be fixed
for(i = 0; i < ms_nNoOfVisibleEntities; i++){
CEntity *e = ms_aVisibleEntityPtrs[i];
if(Abs(e->GetPosition().x - ms_vecCameraPosition.x) < 100.0f &&
Abs(e->GetPosition().y - ms_vecCameraPosition.y) < 100.0f)
CCollision::DrawColModel(e->GetMatrix(), *e->GetColModel());
}
}
enum Visbility
{
VIS_INVISIBLE,