Fixed bug of displaying stroked rectangles on wrong layer depth.

This commit is contained in:
Maciej Suminski 2013-04-05 15:10:58 +02:00
parent 84239542b7
commit 52ec277592
1 changed files with 4 additions and 10 deletions

View File

@ -819,10 +819,6 @@ void OPENGL_GAL::DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
selectShader( -1 );
glPushMatrix();
glTranslated( 0, 0, layerDepth );
// Stroke the outline
if( isStrokeEnabled )
{
@ -841,15 +837,13 @@ void OPENGL_GAL::DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
{
glColor4d( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
glBegin( GL_QUADS );
glVertex2d( aStartPoint.x, aStartPoint.y );
glVertex2d( diagonalPointA.x, diagonalPointA.y );
glVertex2d( aEndPoint.x, aEndPoint.y );
glVertex2d( diagonalPointB.x, diagonalPointB.y );
glVertex3d( aStartPoint.x, aStartPoint.y, layerDepth );
glVertex3d( diagonalPointA.x, diagonalPointA.y, layerDepth );
glVertex3d( aEndPoint.x, aEndPoint.y, layerDepth );
glVertex3d( diagonalPointB.x, diagonalPointB.y, layerDepth );
glEnd();
}
glPopMatrix();
// Restore the stroke color
glColor4d( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
}