draw Debug stuff on top of everything (after lighting)
GitOrigin-RevId: e07fbc6b27af23912de1344a1bc3788ef69fd9c5
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@ -183,10 +183,6 @@ namespace SemiColinGames {
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// Draw foreground tiles.
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// Draw foreground tiles.
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world.Draw(spriteBatch);
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world.Draw(spriteBatch);
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// Draw debug rects & lines.
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lightingEffect.Projection = camera.Projection;
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Debug.Draw(spriteBatch, GraphicsDevice, lightingEffect);
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// Aaaaand we're done.
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// Aaaaand we're done.
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spriteBatch.End();
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spriteBatch.End();
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@ -196,6 +192,12 @@ namespace SemiColinGames {
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lightingEffect.Projection = camera.Projection;
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lightingEffect.Projection = camera.Projection;
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linesOfSight.Draw(player, world.CollisionTargets, GraphicsDevice, lightingEffect);
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linesOfSight.Draw(player, world.CollisionTargets, GraphicsDevice, lightingEffect);
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// Draw debug rects & lines on top.
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spriteBatch.Begin(
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SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null, null, transform);
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Debug.Draw(spriteBatch, GraphicsDevice, lightingEffect);
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spriteBatch.End();
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// Draw sceneTarget to screen.
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// Draw sceneTarget to screen.
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(Color.CornflowerBlue);
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