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Fix nuclear fallout covering UI overlays (#4302)
## Problem Nuclear fallout was rendering on top of UI overlays (most visibly the SAM launcher range circles), hiding them. ## Cause In `renderOverlays()` (`src/client/render/gl/Renderer.ts`), the fallout bloom pass was drawn near the end of the overlay sequence — after the SAM radius, range circles, structures, bars, etc. — so it painted over all of them. ## Fix Moved `bloomPass.draw(...)` (fallout bloom) to draw right after the ground units and before all UI overlays. Fallout is a ground-contamination effect, so it now sits above the terrain/units but below every UI overlay, which all render on top. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1144,6 +1144,7 @@ export class GPURenderer {
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if (pe.borderStamp) this.borderStampPass.draw(cam);
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if (pe.railroad) this.railroadPass.draw(cam, zoom);
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if (pe.unit) this.unitPass.drawGround(cam);
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if (pe.falloutBloom) this.bloomPass.draw(cam, this.frameTick);
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this.samRadiusPass.draw(cam);
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this.rangeCirclePass.draw(cam);
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this.nukeTrajectoryPass.draw(cam);
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@@ -1155,7 +1156,6 @@ export class GPURenderer {
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this.selectionBoxPass.draw(cam, this.frameTick);
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this.moveIndicatorPass.draw(cam, zoom);
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this.nukeTelegraphPass.draw(cam);
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if (pe.falloutBloom) this.bloomPass.draw(cam, this.frameTick);
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if (pe.trail) this.trailPass.draw(cam);
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if (pe.unit) this.unitPass.drawMissiles(cam);
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