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Fixed broken gizmo depth test for picking (#532)
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Sources/Overload/OvEditor/src/OvEditor/Rendering/PickingRenderPass.cpp

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -47,13 +47,14 @@ OvEditor::Rendering::PickingRenderPass::PickingRenderPass(OvRendering::Core::Com
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/* Light Material */
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m_lightMaterial.SetShader(EDITOR_CONTEXT(editorResources)->GetShader("Billboard"));
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m_lightMaterial.SetDepthTest(true);
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m_lightMaterial.SetDepthTest(false);
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/* Gizmo Pickable Material */
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m_gizmoPickingMaterial.SetShader(EDITOR_CONTEXT(editorResources)->GetShader("Gizmo"));
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m_gizmoPickingMaterial.SetGPUInstances(3);
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m_gizmoPickingMaterial.SetProperty("u_IsBall", false);
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m_gizmoPickingMaterial.SetProperty("u_IsPickable", true);
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m_gizmoPickingMaterial.SetDepthTest(true);
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/* Picking Material */
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m_actorPickingFallbackMaterial.SetShader(EDITOR_CONTEXT(editorResources)->GetShader("PickingFallback"));
@@ -122,6 +123,9 @@ void OvEditor::Rendering::PickingRenderPass::Draw(OvRendering::Data::PipelineSta
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DrawPickableCameras(pso, scene);
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DrawPickableLights(pso, scene);
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// Clear depth, gizmos are rendered on top of everything else
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m_renderer.Clear(false, true, false);
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if (debugSceneDescriptor.selectedActor)
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{
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auto& selectedActor = debugSceneDescriptor.selectedActor.value();

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