Commit 56daa0f
Danger Rings: share terrain-occlusion setting with in-game rendering
Danger Rings kept its own always-on "Occlude behind terrain" toggle. With
occlusion on, the ring mesh is draped tight to the floor (z_lift 5), so the
flat triangle chords between its 48 segments dip below the real terrain and
fail the scene depth test - dropping arcs that shift as the camera rotates
(the reported "incomplete circles depending on camera angle").
Remove the module's own occlude_behind_terrain boolean (and its duplicated
z-near/z-far constants) and read the shared "In-game rendering" module's
GetOccludeBehindTerrain()/GetDepthZNear()/GetDepthZFar() instead. That
setting defaults off, so full circles draw by default, and occlusion is now
configured in one place for all in-world overlays.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>1 parent f18f89b commit 56daa0f
3 files changed
Lines changed: 18 additions & 5 deletions
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- GWToolboxdll
- Modules
- Widgets/Minimap
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