Author Topic: New UIInput doesn't get along with Explicit Render Q UIPanels  (Read 4011 times)

AtomicBob

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New UIInput doesn't get along with Explicit Render Q UIPanels
« on: January 21, 2014, 12:19:26 PM »
The new caret and highlighting on UILabels don't draw properly when the Render Q on a UIPanel is set to Explicit. This is because they use UITextures which creates a new draw call. The UITextures will have the same z-value as the rest of the widgets which causes z fighting. I suppose the easiest thing here is if the parent UIPanel is set to Explicit, provide an option for a manual z offset on the textures.

Two other less important things with UILabels: 1) Possibly provide an option to specify a sprite or texture to use (customization, plus makes it possible to use an atlased sprite instead of a texture). 2) The depth set on the UITextures only takes the depth of the UILabel into account and ignores other widgets. This isn't necessarily bad as long it's clear this is what happens, but it's currently not. Plus, I imagine the cost of creating a new draw call which will happen with Automatic UIPanels is greater than the cost of finding the maximum depth on the panel. Alternatively, an option to specify the depth that will be used along with the z-offset would do the trick.
« Last Edit: January 21, 2014, 04:14:51 PM by AtomicBob »

ArenMook

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Re: New UIInput doesn't get along with Explicit Render Q UIPanels
« Reply #1 on: January 22, 2014, 05:17:28 AM »
I will be changing it in a future update, removing the need to have the extra widgets created.