Commit 6950c84d

fix model rendering. add texture id to the widget parameters

While adding an optional texture id to the widgets it does not do anything in terms of actually rendering it yet. It is also bringing up more of the rendering side of things, starting to account for the differences to the model manager, where we do not have concepts such as “models in models”, while “widgets in widgets” exist.

Commit 380ef6d3

– further flesh out the widget interface (and implementation)
– add a new (yet unused) UiPipeline to the renderer
– add an automated id assignment to the widgets

This adds the render pipeline for the UI, it is mostly copied over from the model pipeline, since there is the biggest logical overlap.
Also, the interface manager automatically counts up the number of instanciated widgets in order to assign them a unique id, similar to the models.

Commit 7560e87f

– move some static value to proper class members as opposed to defines
– move the render pass creation to the util class
– do not use depth testing when drawing the build markers (they’re always on top as they need to be seen)
– more tests about where to put valid build markers (do not build over existing walls or objects)

Another step to making the renderer less horrible.
Also, we now get more sensible potential positions for the build markers (2nd step), before that we would just place them everywhere.
This video demonstrates the new logic as well as the A* path finding .