Fix FO z fighting and fix maze

This commit is contained in:
John 2015-06-18 21:35:22 +03:00
parent 9804328571
commit 67e76cea51
2 changed files with 6 additions and 7 deletions

View file

@ -559,13 +559,12 @@ class DistributedBuilding(DistributedObject.DistributedObject):
backgroundNP = loader.loadModel('phase_5/models/cogdominium/field_office_sign')
backgroundNP.reparentTo(signOrigin)
backgroundNP.setPosHprScale(0.0, 0.0, -1.2 + textHeight * 0.8 / zScale, 0.0, 0.0, 0.0, 20.0, 8.0, 8.0 * zScale)
backgroundNP.node().setEffect(DecalEffect.make())
signTextNodePath = backgroundNP.attachNewNode(textNode.generate())
signTextNodePath.setPosHprScale(0.0, 0.0, -0.13 + textHeight * 0.1 / zScale, 0.0, 0.0, 0.0, 0.1 * 8.0 / 20.0, 0.1, 0.1 / zScale)
signTextNodePath.setColor(1.0, 1.0, 1.0, 1.0)
frontNP = suitBuildingNP.find('**/*_front')
backgroundNP.wrtReparentTo(frontNP)
frontNP.node().setEffect(DecalEffect.make())
signTextNodePath.setAttrib(DepthOffsetAttrib.make(1))
suitBuildingNP.setName('cb' + str(self.block) + ':_landmark__DNARoot')
suitBuildingNP.setPosHprScale(nodePath, 15.463, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0)
suitBuildingNP.setColorScale(0.6, 0.6, 0.6, 1.0)

View file

@ -1,6 +1,6 @@
from direct.showbase.PythonUtil import Enum
from direct.gui.DirectGui import DirectFrame, DGG
from pandac.PandaModules import Vec2, VBase4D
from pandac.PandaModules import Vec2, VBase4F
from pandac.PandaModules import CardMaker, NodePath
from pandac.PandaModules import Texture, PNMImage
DEFAULT_MASK_RESOLUTION = 32
@ -48,7 +48,7 @@ class MazeMapGui(DirectFrame):
def _createMapTextureCard(self):
mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
mapImage.fill(*self._bgColor)
fgColor = VBase4D(*self._fgColor)
fgColor = VBase4F(*self._fgColor)
for x in xrange(self._mazeHeight):
for y in xrange(self._mazeWidth):
if self._mazeCollTable[y][x] == 1:
@ -128,15 +128,15 @@ class MazeMapGui(DirectFrame):
def _revealSmoothCircle(self, x, y, center):
length = (Vec2(x, y) - center).length()
goalAlpha = max(0.0, length / float(self._radius) - 0.5)
self._maskImage.setXelA(x, y, VBase4D(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))
self._maskImage.setXelA(x, y, VBase4F(0.0, 0.0, 0.0, min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))
def _revealHardCircle(self, x, y, center):
length = (Vec2(x, y) - center).length()
if length <= self._radius:
self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))
self._maskImage.setXelA(x, y, VBase4F(0, 0, 0, 0))
def _revealSquare(self, x, y, center):
self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))
self._maskImage.setXelA(x, y, VBase4F(0, 0, 0, 0))
def _drawHole(self, x, y):
center = Vec2(x, y)