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Fixed a rounding issue for the ImageComponent debug overlay.
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parent
2a4d9d334d
commit
807cf7b057
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@ -334,11 +334,13 @@ void ImageComponent::render(const glm::mat4& parentTrans)
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if (mTexture && mOpacity > 0.0f) {
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if (mTexture && mOpacity > 0.0f) {
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if (Settings::getInstance()->getBool("DebugImage")) {
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if (Settings::getInstance()->getBool("DebugImage")) {
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glm::vec2 targetSizePos {(mTargetSize - mSize) * mOrigin * glm::vec2 {-1.0f}};
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glm::vec2 targetSizePos {
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glm::round((mTargetSize - mSize) * mOrigin * glm::vec2 {-1.0f})};
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mRenderer->drawRect(targetSizePos.x, targetSizePos.y, mTargetSize.x, mTargetSize.y,
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mRenderer->drawRect(targetSizePos.x, targetSizePos.y, mTargetSize.x, mTargetSize.y,
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0xFF000033, 0xFF000033);
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0xFF000033, 0xFF000033);
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if (mClipRegion == glm::vec4 {0.0f, 0.0f, 0.0f, 0.0f})
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if (mClipRegion == glm::vec4 {0.0f, 0.0f, 0.0f, 0.0f})
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mRenderer->drawRect(0.0f, 0.0f, mSize.x, mSize.y, 0xFF000033, 0xFF000033);
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mRenderer->drawRect(0.0f, 0.0f, std::round(mSize.x), std::round(mSize.y),
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0xFF000033, 0xFF000033);
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else
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else
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mRenderer->drawRect(mClipRegion.x, mClipRegion.y, mClipRegion.z - mClipRegion.x,
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mRenderer->drawRect(mClipRegion.x, mClipRegion.y, mClipRegion.z - mClipRegion.x,
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mClipRegion.w - mClipRegion.y, 0xFF000033, 0xFF000033);
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mClipRegion.w - mClipRegion.y, 0xFF000033, 0xFF000033);
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