@@ -94,18 +94,18 @@ protected override void Render(Unit gameObject, Point2D drawPoint, in CommonDraw
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if ( gameObject . Facing is > facingStartDrawAbove and <= facingEndDrawAbove )
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{
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if ( gameObject . UnitType . ArtConfig . Voxel )
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- RenderVoxelModel ( gameObject , drawPoint + turretOffset , drawParams . TurretVoxel , affectedByLighting , Constants . DepthEpsilon * 2 , false ) ;
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+ RenderVoxelModel ( gameObject , drawPoint + turretOffset , drawParams . TurretVoxel , affectedByLighting , Constants . DepthEpsilon , true ) ;
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else
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RenderTurretShape ( gameObject , drawPoint , drawParams , Constants . DepthEpsilon ) ;
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- RenderVoxelModel ( gameObject , drawPoint + turretOffset , drawParams . BarrelVoxel , affectedByLighting , Constants . DepthEpsilon * 2 , false ) ;
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+ RenderVoxelModel ( gameObject , drawPoint + turretOffset , drawParams . BarrelVoxel , affectedByLighting , Constants . DepthEpsilon * 2 , true ) ;
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}
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else
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{
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- RenderVoxelModel ( gameObject , drawPoint + turretOffset , drawParams . BarrelVoxel , affectedByLighting , Constants . DepthEpsilon , false ) ;
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+ RenderVoxelModel ( gameObject , drawPoint + turretOffset , drawParams . BarrelVoxel , affectedByLighting , Constants . DepthEpsilon , true ) ;
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if ( gameObject . UnitType . ArtConfig . Voxel )
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- RenderVoxelModel ( gameObject , drawPoint + turretOffset , drawParams . TurretVoxel , affectedByLighting , Constants . DepthEpsilon * 2 , false ) ;
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+ RenderVoxelModel ( gameObject , drawPoint + turretOffset , drawParams . TurretVoxel , affectedByLighting , Constants . DepthEpsilon * 2 , true ) ;
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else
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RenderTurretShape ( gameObject , drawPoint , drawParams , Constants . DepthEpsilon * 2 ) ;
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}
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