minimap with border and non transparent
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438bedd4fa
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12a33e8461
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@ -2846,6 +2846,42 @@ void Renderer::renderMinimap(){
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assertGl();
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// CoreData &coreData= CoreData::getInstance();
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// Texture2D *backTexture =coreData.getButtonBigTexture();
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// glEnable(GL_TEXTURE_2D);
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// glEnable(GL_BLEND);
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// glBindTexture(GL_TEXTURE_2D, static_cast<Texture2DGl*>(backTexture)->getHandle());
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//
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// glBegin(GL_TRIANGLE_STRIP);
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// glTexCoord2f(0.f, 0.f);
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// glVertex2f(mx-8, my-8);
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//
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// glTexCoord2f(0.f, 1.f);
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// glVertex2f(mx-8, my+mh+8);
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//
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// glTexCoord2f(1.f, 0.f);
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// glVertex2f(mx+mw+8, my-8);
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//
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// glTexCoord2f(1.f, 1.f);
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// glVertex2f(mx+mw+8, my+mh+8);
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// glEnd();
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//
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// glDisable(GL_TEXTURE_2D);
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Vec4f col= game->getGui()->getDisplay()->getColor();
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glBegin(GL_QUADS);
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glColor4f(col.x*0.5f,col.y*0.5f,col.z*0.5f,1.0 );
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glVertex2i(mx-4, my-4);
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glVertex2i(mx-4, my+mh+4);
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glVertex2i(mx+mw+4, my+mh+4);
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glVertex2i(mx+mw+4, my-4);
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glEnd();
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assertGl();
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LINE_BIT | GL_TEXTURE_BIT);
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//draw map
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@ -2912,7 +2948,7 @@ void Renderer::renderMinimap(){
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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*/
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glColor4f(0.5f, 0.5f, 0.5f, 0.1f);
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glColor4f(0.3f, 0.3f, 0.3f, 0.90f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 1.0f);
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glMultiTexCoord2f(fowTexUnit, 0.0f, 1.0f);
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