Nicolai Hähnle has proposed merging lp:~nha/widelands/bug1125539 into lp:widelands.
Commit message: Fix for bug #1125539: Always render the road overlay, even when the player sees all Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1125539 in widelands: "Roads not rendered in road building mode" https://bugs.launchpad.net/widelands/+bug/1125539 For more details, see: https://code.launchpad.net/~nha/widelands/bug1125539/+merge/149272 -- https://code.launchpad.net/~nha/widelands/bug1125539/+merge/149272 Your team Widelands Developers is requested to review the proposed merge of lp:~nha/widelands/bug1125539 into lp:widelands.
=== modified file 'src/graphic/render/gamerenderer_gl.cc' --- src/graphic/render/gamerenderer_gl.cc 2013-02-11 18:01:26 +0000 +++ src/graphic/render/gamerenderer_gl.cc 2013-02-19 13:25:32 +0000 @@ -501,13 +501,16 @@ uint8_t GameRendererGL::field_roads(const FCoords & coords) const { + uint8_t roads; + const Map & map = m_egbase->map(); if (m_player && !m_player->see_all()) { - const Map & map = m_egbase->map(); const Player::Field & pf = m_player->fields()[Map::get_index(coords, map.get_width())]; - return pf.roads | map.overlay_manager().get_road_overlay(coords); + roads = pf.roads | map.overlay_manager().get_road_overlay(coords); } else { - return coords.field->get_roads(); + roads = coords.field->get_roads(); } + roads |= map.overlay_manager().get_road_overlay(coords); + return roads; } void GameRendererGL::prepare_roads() === modified file 'src/graphic/render/gamerenderer_sdl.cc' --- src/graphic/render/gamerenderer_sdl.cc 2013-02-10 16:41:12 +0000 +++ src/graphic/render/gamerenderer_sdl.cc 2013-02-19 13:25:32 +0000 @@ -151,7 +151,7 @@ f_d_texture = get_terrain_texture(f_pf.terrains.d); tr_d_texture = get_terrain_texture(tr_pf.terrains.d); - roads = f_pf.roads | map.overlay_manager().get_road_overlay(f); + roads = f_pf.roads; f_brightness = node_brightness (gametime, f_pf.time_node_last_unseen, @@ -177,6 +177,7 @@ bl_brightness = bl.field->get_brightness(); br_brightness = br.field->get_brightness(); } + roads |= map.overlay_manager().get_road_overlay(f); Vertex f_vert (f_posx, posy - f.field->get_height() * HEIGHT_FACTOR,
_______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : widelands-dev@lists.launchpad.net Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp