| 483 | } |
| 484 | |
| 485 | void Tr2Sprite2dScene::SetDepth( float depth ) |
| 486 | { |
| 487 | //CCP_STATS_ZONE( __FUNCTION__ ); |
| 488 | |
| 489 | if( m_is2dRenderContext ) |
| 490 | { |
| 491 | return; |
| 492 | } |
| 493 | |
| 494 | const Vector2& currentDepthValues = m_depthStack->back(); |
| 495 | float depthRange = currentDepthValues.y - currentDepthValues.x; |
| 496 | float normDepth = 0.5f * ( depth + 1.0f ); |
| 497 | m_depth = currentDepthValues.x + normDepth * depthRange; |
| 498 | } |
| 499 | |
| 500 | void Tr2Sprite2dScene::PushTransform( const Matrix& m ) |
| 501 | { |
no outgoing calls
no test coverage detected