#1233 Improve system for setting part priorities

This commit is contained in:
Magne Sjaastad
2017-02-17 14:52:56 +01:00
parent 52615de9a3
commit fb93fbbcc8
11 changed files with 88 additions and 42 deletions

View File

@@ -37,6 +37,7 @@
#include "RimTernaryLegendConfig.h"
#include "RivCellEdgeEffectGenerator.h"
#include "RivPartPriority.h"
#include "RivResultToTextureMapper.h"
#include "RivScalarMapperUtils.h"
#include "RivSourceInfo.h"
@@ -164,8 +165,7 @@ void RivGridPartMgr::generatePartGeometry(cvf::StructGridGeometryGenerator& geoB
caf::MeshEffectGenerator effGen(prefs->defaultGridLineColors());
eff = effGen.generateCachedEffect();
// Set priority to make sure fault lines are rendered first
part->setPriority(10);
part->setPriority(RivPartPriority::PartType::MeshLines);
part->setEnableMask(meshSurfaceBit);
part->setEffect(eff.p());
@@ -200,8 +200,7 @@ void RivGridPartMgr::updateCellColor(cvf::Color4f color)
if (color.a() < 1.0f)
{
// Set priority to make sure this transparent geometry are rendered last
if (m_surfaceFaces.notNull()) m_surfaceFaces->setPriority(100);
if (m_surfaceFaces.notNull()) m_surfaceFaces->setPriority(RivPartPriority::PartType::Transparent);
}
m_opacityLevel = color.a();