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@ -422,7 +422,8 @@ namespace MWRender
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if (cellX > mMaxX || cellX < mMinX || cellY > mMaxY || cellY < mMinY)
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return;
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requestOverlayTextureUpdate(originX, mHeight - originY, cellSize, cellSize, localMapTexture, false, true);
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requestOverlayTextureUpdate(
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originX, mHeight - originY, cellSize, cellSize, std::move(localMapTexture), false, true);
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}
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void GlobalMap::clear()
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@ -554,7 +555,7 @@ namespace MWRender
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{
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mOverlayImage = image;
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requestOverlayTextureUpdate(0, 0, mWidth, mHeight, texture, true, false);
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requestOverlayTextureUpdate(0, 0, mWidth, mHeight, std::move(texture), true, false);
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}
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else
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{
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@ -562,7 +563,7 @@ namespace MWRender
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// In the latter case, we'll want filtering.
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// Create a RTT Camera and draw the image onto mOverlayImage in the next frame.
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requestOverlayTextureUpdate(destBox.mLeft, destBox.mTop, destBox.mRight - destBox.mLeft,
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destBox.mBottom - destBox.mTop, texture, true, true, srcBox.mLeft / float(imageWidth),
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destBox.mBottom - destBox.mTop, std::move(texture), true, true, srcBox.mLeft / float(imageWidth),
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srcBox.mTop / float(imageHeight), srcBox.mRight / float(imageWidth),
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srcBox.mBottom / float(imageHeight));
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}
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