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-rw-r--r--editor/draw.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/editor/draw.cpp b/editor/draw.cpp
index 7ce5c7bf..dd286edf 100644
--- a/editor/draw.cpp
+++ b/editor/draw.cpp
@@ -54,7 +54,7 @@ void app::draw_cursor()
shader.set_tint({1, 1, 1, 0.75f});
auto [_f, _w, anim_mesh] = M->meshes();
const auto pos = cursor.tile->to_signed3()*iTILE_SIZE;
- anim_mesh.draw(shader, *sel.atlas, sel.frame.r, sel.frame.frame, Vector3(pos), 1);
+ anim_mesh.draw(shader, *sel.atlas, sel.r, sel.frame, Vector3(pos), 1);
}
}
@@ -153,9 +153,9 @@ void app::draw_character()
auto& c = *_character;
const auto [minx, maxx, miny, maxy] = M->get_draw_bounds();
- const with_shifted_camera_offset o{shader, c.pos.chunk(), {minx, miny}, {maxx, maxy}};
+ const with_shifted_camera_offset o{shader, c.coord.chunk(), {minx, miny}, {maxx, maxy}};
if (floormat_main::check_chunk_visible(shader.camera_offset(), sz))
- mesh.draw(shader, *c.walk_anim, c.r, c.frame, c.pos.local(), Vector2b(c.offset), tile_shader::character_depth_offset);
+ mesh.draw(shader, *c.atlas, c.r, c.frame, c.coord.local(), Vector2b(c.offset), tile_shader::character_depth_offset);
GL::Renderer::setDepthMask(true);
GL::Renderer::disable(GL::Renderer::Feature::DepthTest);
@@ -163,7 +163,7 @@ void app::draw_character()
void app::draw()
{
- draw_character();
+ //draw_character();
if (_render_bboxes)
draw_collision_boxes();
if (_editor.current_tile_editor() || _editor.current_scenery_editor())