void obj_DroppedItem::SetHighlight( bool highlight )
{
m_FillGBufferTarget = highlight ? rsFillGBufferAfterEffects : rsFillGBuffer;
}
void obj_DroppedItem::AppendRenderables( RenderArray ( & render_arrays )[ rsCount ], const r3dCamera& Cam )
{
MeshGameObject::AppendRenderables( render_arrays, Cam );
if( GetHighlight() )
{
[I][B] MeshObjDeferredHighlightRenderable rend;
rend.Init( MeshGameObject::GetObjectLodMesh(), this );
rend.SortValue = 0;
render_arrays[ rsFillGBufferEffects ].PushBack( rend );[/B][/I]
}
}
SetFillGBufferConstantPixelShader( r3dColor::blue, 1.0f, normal, 0.0f, 0.0f, r_highlight_glow->GetFloat(), 0.f );
Mesh->DrawMeshSimple( 0 );
D3DPERF_EndEvent();
}
const r3dColor r3dColor::yellow(255,255,0);
const r3dColor r3dColor::black(0, 0, 0);
const r3dColor r3dColor::grey(80,80,80);
const r3dColor r3dColor::white(255, 255, 255);
const r3dColor r3dColor::red(255, 0, 0);
const r3dColor r3dColor::green(0, 255, 0);
const r3dColor r3dColor::blue(0, 0, 255);
it works fine in the new iss source Anarchy1977GigaToni does this work for the new iss source?