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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-10-02 18:21:38 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-10-02 19:29:39 +0100 |
commit | 2d6bf0f6b904ed331b5cb7aaab8855077ae9ce28 (patch) | |
tree | f7f6762839b98305a0e277f86d8d46ab975ff465 /ui/window.cpp | |
parent | Make Window shader available to clients (diff) | |
download | ilt-2d6bf0f6b904ed331b5cb7aaab8855077ae9ce28.tar.bz2 ilt-2d6bf0f6b904ed331b5cb7aaab8855077ae9ce28.tar.xz ilt-2d6bf0f6b904ed331b5cb7aaab8855077ae9ce28.zip |
Add WorldOverlay concept
Allows rendering in the world view objects which are not (yet?) part of that world
Diffstat (limited to 'ui/window.cpp')
-rw-r--r-- | ui/window.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/ui/window.cpp b/ui/window.cpp index 9ecc88c..3569915 100644 --- a/ui/window.cpp +++ b/ui/window.cpp @@ -1,5 +1,6 @@ #include "window.h"
#include "uiComponent.h"
+#include "worldOverlay.h"
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <stdexcept>
@@ -90,6 +91,7 @@ Window::refresh() const void
Window::render() const
{
+ uiComponents.apply<WorldOverlay>(&WorldOverlay::render, getShader());
glDisable(GL_DEPTH_TEST);
uiComponents.apply(&UIComponent::render, uiShader, UIComponent::Position {});
}
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