Fixed bug of displaying stroked rectangles on wrong layer depth.
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84239542b7
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@ -819,10 +819,6 @@ void OPENGL_GAL::DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
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selectShader( -1 );
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selectShader( -1 );
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glPushMatrix();
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glTranslated( 0, 0, layerDepth );
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// Stroke the outline
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// Stroke the outline
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if( isStrokeEnabled )
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if( isStrokeEnabled )
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{
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{
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@ -841,15 +837,13 @@ void OPENGL_GAL::DrawRectangle( VECTOR2D aStartPoint, VECTOR2D aEndPoint )
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{
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{
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glColor4d( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
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glColor4d( fillColor.r, fillColor.g, fillColor.b, fillColor.a );
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glBegin( GL_QUADS );
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glBegin( GL_QUADS );
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glVertex2d( aStartPoint.x, aStartPoint.y );
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glVertex3d( aStartPoint.x, aStartPoint.y, layerDepth );
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glVertex2d( diagonalPointA.x, diagonalPointA.y );
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glVertex3d( diagonalPointA.x, diagonalPointA.y, layerDepth );
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glVertex2d( aEndPoint.x, aEndPoint.y );
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glVertex3d( aEndPoint.x, aEndPoint.y, layerDepth );
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glVertex2d( diagonalPointB.x, diagonalPointB.y );
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glVertex3d( diagonalPointB.x, diagonalPointB.y, layerDepth );
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glEnd();
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glEnd();
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}
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}
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glPopMatrix();
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// Restore the stroke color
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// Restore the stroke color
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glColor4d( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
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glColor4d( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a );
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}
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}
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