fix(D.2b): draw UI sprites in submission order so stamina/mana numbers render
TextRenderer batched sprites per-texture and drew each texture's whole buffer at its FIRST-insertion point. The dat-font glyph atlas is one shared texture used by all three vital numbers; it first appeared at the health bar, so all three numbers were emitted right after the health bars — then the stamina + mana bar sprites painted over their own numbers (only health survived). Replaced the per-texture dictionary with submission-ordered segments (consecutive same-texture quads still batch); each meter's number now draws after its own bars. The renderer's own comment had predicted this break once bars became sprites (importer did that). Removed the temporary UiMeter label diagnostic. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 38 additions and 16 deletions
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@ -16,6 +16,7 @@ namespace AcDream.App.UI;
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/// </summary>
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public sealed class UiMeter : UiElement
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{
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/// <summary>Fill fraction provider; a null result draws an empty bar.</summary>
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public Func<float?> Fill { get; set; } = () => 0f;
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/// <summary>Centered overlay text provider (e.g. "291/291"); null = none.</summary>
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