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	<title type="html"><![CDATA[Infinity Code Forum — Drawing filled polygon in tileSet mode]]></title>
	<link rel="self" href="https://forum.infinity-code.com/extern.php?action=feed&amp;tid=950&amp;type=atom" />
	<updated>2018-12-03T20:07:40Z</updated>
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	<id>https://forum.infinity-code.com/viewtopic.php?id=950</id>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4335#p4335" />
			<content type="html"><![CDATA[<p>Thanks, it definitely made a difference. </p><p>My tablet is still suffering a bit but after all it&#039;s 4 years old now. I don&#039;t see big differences anymore in the framerate when drawing polygon / not drawing anything. So mission accomplish ! I&#039;m glad that we came up with a solution to draw polygon in tileset mode <img src="https://forum.infinity-code.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>I know that i should spend some time to optimize my existing scripts. I&#039;m aware of some basic tricks to optimize scripts but i probably need to learn a lot of stuff to do it efficiently. If you have any advices / tutorials or lectures on the subject i will gladly learn</p>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-12-03T20:07:40Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4335#p4335</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4330#p4330" />
			<content type="html"><![CDATA[<p>Thanks for your scripts.<br />A modified version of the shader is attached.</p><p>What has been changed:<br />1. Removed all properties except _MainTex. If you need something from this you can return it back.<br />2. Replaced Fallback &quot;Transparent / Cutout / Diffuse&quot; to &quot;Unlit / Diffuse&quot;, because it is MUCH faster.<br />3. Polygon bounds have been added to speed up the calculation of a point outside the polygon.<br /></p><div class="codebox"><pre><code>private void EncapsulateBounds(ref Vector4 bounds, Vector3 posPolyPoint)
{
    if (bounds.x &gt; posPolyPoint.x) bounds.x = posPolyPoint.x;
    if (bounds.y &gt; posPolyPoint.z) bounds.y = posPolyPoint.z;
    if (bounds.z &lt; posPolyPoint.x) bounds.z = posPolyPoint.x;
    if (bounds.w &lt; posPolyPoint.z) bounds.w = posPolyPoint.z;
}

...
Vector4 bounds = new Vector4(float.MaxValue, float.MaxValue, float.MinValue, float.MinValue);
...
EncapsulateBounds(ref bounds, worldPosPolyPoint); // For all points
...
Shader.SetGlobalVector(&quot;_PolyBounds&quot;, bounds);</code></pre></div><p>4. Replaced isIntersecting to port of OnlineMapsUtils.IsPointInPolygon method, because it is much faster.<br />5. Additional small shader code optimizations.</p><p>It was tested on the Sony Xperia Z2 Tablet and works fine.</p><p>Possible future optimizations:<br />- For outline polygon: It is possible to replace checking of the point of the internal polygon by checking the distance from the outline segment to the point. This will allow you not to use _Points and maybe it will be faster.<br />- DrawShapeManager can be highly optimized, which will be good for performance.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-12-02T13:45:23Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4330#p4330</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4329#p4329" />
			<content type="html"><![CDATA[<p>I won&#039;t have time to set up a demo scene &amp; unity package, so here are the files you need with a small explanation pdf.<br />So if anyone want to have fun with this experimental tool, here is my code:</p><p><a href="http://www.filedropper.com/shadershape">http://www.filedropper.com/shadershape</a></p><p>Edit : </p><p>I forgot to add the c# file containing this function, which is called in DrawShapeManager : </p><div class="codebox"><pre><code>/// &lt;summary&gt;
/// Return the Angle, clockwise from north (degree) of the vector AB
/// &lt;/summary&gt;
/// &lt;param name=&quot;lng&quot;&gt;longitude of A&lt;/param&gt;
/// &lt;param name=&quot;lat&quot;&gt;Latitude of A&lt;/param&gt;
/// &lt;param name=&quot;lng2&quot;&gt;longitude of B&lt;/param&gt;
/// &lt;param name=&quot;lat2&quot;&gt;Latitude of B&lt;/param&gt;
public static float GetTileAngleFromNorth(double lng, double lat, double lng2, double lat2)
{
        double pointBCoordToTileX, pointBCoordToTileY, pointACoordToTileX, pointACoordToTileY;
        OnlineMaps.instance.projection.CoordinatesToTile(lng, lat, OnlineMaps.instance.zoom, out pointACoordToTileX, out pointACoordToTileY);
        OnlineMaps.instance.projection.CoordinatesToTile(lng2, lat2, OnlineMaps.instance.zoom, out pointBCoordToTileX, out pointBCoordToTileY);
        

        float angle = 90 + ((float)OnlineMapsUtils.Angle2D(pointACoordToTileX, pointACoordToTileY, pointBCoordToTileX, pointBCoordToTileY));
        if (angle &lt; 0)
        {
            angle = 360 + angle;
        }
        return angle;
    }</code></pre></div>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-11-30T16:43:27Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4329#p4329</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4327#p4327" />
			<content type="html"><![CDATA[<p>This is very cool.<br />Please, when you&#039;re ready, publish a shader for polygons.<br />Maybe I will find some way to optimize this.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-11-30T09:33:27Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4327#p4327</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4322#p4322" />
			<content type="html"><![CDATA[<p>So i finally found the time to continue this. Here is the update:</p><p><a href="https://gph.is/2SkSorA">https://gph.is/2SkSorA</a></p><p>Good news: i made it work with polygons.<br />Bad news : it&#039;s killing the framerate on my tablet. I could probably optimize the shader a bit. I absolutly wanted an outline for the polygon, but without this fancy addition it&#039;s a bit smoother. <br />So everything is running fine on my computer, but a polygon (even with a small number of point) made this annoying to use on the tablet.</p><p>I will try to optimize the shader but i have the feeling that i will end up not using this solution after all <img src="https://forum.infinity-code.com/img/smilies/sad.png" width="15" height="15" alt="sad" /></p><p>The effect is really cool though </p><p><span class="postimg"><img src="https://i.imgur.com/iCcg9O6.jpg" alt="https://i.imgur.com/iCcg9O6.jpg" /></span></p><p><span class="postimg"><img src="https://i.imgur.com/kwza8be.jpg" alt="https://i.imgur.com/kwza8be.jpg" /></span></p><p>Cherry on the cake is that i can set the outline width in meter <img src="https://forum.infinity-code.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-11-29T21:23:27Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4322#p4322</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4277#p4277" />
			<content type="html"><![CDATA[<p>This happens because you use GetWorldPosition and a map with elevations.<br />Use GetWorldPositionWithElevation.</p><div class="codebox"><pre><code>double tlx, tly, brx, bry;
OnlineMaps.instance.GetCorners(out tlx, out tly, out brx, out bry);

Vector3 cp = control.GetWorldPositionWithElevation(centerPoint.x, centerPoint.y, tlx, tly, brx, bry);
Vector3 rp = control.GetWorldPositionWithElevation(radiusPoint.x, radiusPoint.y, tlx, tly, brx, bry);

Shader.SetGlobalVector(&quot;_Center&quot;, cp);
Shader.SetGlobalFloat(&quot;_Radius&quot;, (rp - cp).magnitude);</code></pre></div>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-11-21T06:50:28Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4277#p4277</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4275#p4275" />
			<content type="html"><![CDATA[<p>So here is current progression:</p><p><a href="https://media.giphy.com/media/2aPkeqQK2ix9qHHPJh/giphy.gif">https://media.giphy.com/media/2aPkeqQK2 … /giphy.gif</a></p><p>As you can see, when the radius define a short distance, there is a big imprecision. This doesn&#039;t happen with a bigger radius.<br />So, i feel like i&#039;m having the same troubles every week <img src="https://forum.infinity-code.com/img/smilies/yikes.png" width="15" height="15" alt="yikes" /></p><p>So basically i&#039;m defining a circle with :<br /></p><div class="codebox"><pre><code>//Circle:
    Vector2Double circleCenter; // Vector2Double is a struct containing 2 double : longitute &amp; latitude
    Vector2Double pointOnCircle;
    float circleRadius;</code></pre></div><p>Then i subscribe to these events : </p><div class="codebox"><pre><code> control.OnMeshUpdated += UpdateCircle;
 control.OnSmoothZoomProcess += UpdateCircle;</code></pre></div><p>And the weak point of my script, calculating the radius and updating the shader value:</p><div class="codebox"><pre><code> Vector3 realPosCenter = OnlineMapsTileSetControl.instance.GetWorldPosition(circleCenter.x, circleCenter.y);
 Vector3 realPosOnCircle = OnlineMapsTileSetControl.instance.GetWorldPosition(pointOnCircle.x, pointOnCircle.y);

circleRadius = Vector3.Magnitude(realPosOnCircle - realPosCenter);
DrawCircle(realPosCenter, circleRadius);</code></pre></div><p>I&#039;m sorry that i&#039;m always getting confuse when achieving this kind of task (converting distances) and the more i try, the more i suck.</p><p>I just don&#039;t understand why the distance between my two marker world positions got wrong for small distances</p>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-11-20T16:39:50Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4275#p4275</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4274#p4274" />
			<content type="html"><![CDATA[<p>So i tried to replace &quot;Shader.SetGlobalVector(&quot;_Center&quot;, new Vector4(center.x, center.y, center.z));&quot;</p><p>with:<br />OnlineMaps.instance.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.SetVector(&quot;_Center&quot;, new Vector4(center.x, center.y, center.z));</p><p>and:<br />OnlineMapsTileSetControl.instance.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.SetVector(&quot;_Center&quot;, new Vector4(center.x, center.y, center.z));</p><p>I even tried : </p><p>control.OnDrawTile += SetMat; </p><p>With : </p><p>&nbsp; &nbsp; public void SetMat(OnlineMapsTile t,Material m)<br />&nbsp; &nbsp; {<br />&nbsp; &nbsp; &nbsp; &nbsp; mat = m;<br />&nbsp; &nbsp; }</p><p>and : <br />mat.SetVector(&quot;_Center&quot;, new Vector4(center.x, center.y, center.z));</p><p>But nothing worked. I tried to uncomment the properties in my shader but that didn&#039;t change anything. So i will keep using the &quot;SetGlobal-whatever- function, which is not very clean, unless you can point me another way to get a reference to the material ? <img src="https://forum.infinity-code.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-11-20T15:09:13Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4274#p4274</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4270#p4270" />
			<content type="html"><![CDATA[<p>You have found an interesting and non-trivial solution.<br />I hope you can successfully complete this.</p><p>About your questions:<br />Materials are hidden because for Unity 2018.2 or later, a large number of materials can break the inspector. <br />This is some kind of bug in Unity Editor. So we just hide the materials and MeshRenderer.<br />You have many ways to get materials, for example from MeshRenderer (this is also hidden, but you can all get it through GetComponent).<br />Or you can get materials through OnlineMapsTileSetControl.OnDrawTile.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-11-19T20:56:24Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4270#p4270</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4268#p4268" />
			<content type="html"><![CDATA[<p>OK i solved it. </p><p>Shader.SetGlobal-whatever- will not be taken into account by the shader if the properties is defined in the shader.</p><p>So to get it to work, i simply had to comment those lines in the shader file: </p><div class="codebox"><pre><code>Properties
    {
        _Color(&quot;Main Color&quot;, Color) = (1,1,1,1)
        _MainTex(&quot;Base (RGB) Trans (A)&quot;, 2D) = &quot;white&quot; {}
        _OverlayBackTex(&quot;Overlay Back Texture&quot;, 2D) = &quot;black&quot; {}
        _OverlayBackAlpha(&quot;Overlay Back Alpha&quot;, Range(0, 1)) = 1
        _TrafficTex(&quot;Traffic Texture&quot;, 2D) = &quot;black&quot; {}
        _OverlayFrontTex(&quot;Overlay Front Texture&quot;, 2D) = &quot;black&quot; {}
        _OverlayFrontAlpha(&quot;Overlay Front Alpha&quot;, Range(0, 1)) = 1
        
        //------------------------------------------------- DRAW A CIRCLE:
        _BorderColor(&quot;Border Color&quot;, Color) = (0, 0, 0,1)
        _FillColor(&quot;Fill Color&quot;,Color) = (1,1,1,1)
        //_Center(&quot;Center&quot;, Vector) = (0,0,0,0)
        //_Radius(&quot;Radius&quot;, Range(0, 1000)) = 500
        _Border(&quot;Border&quot;, Range(0, 100)) = 10

    }</code></pre></div><p>And now the global parameters are taken into account. </p><p>So i&#039;ve got a lot of work to do do now, but it is going to work. I will draw my shapes directly in the shader, passing array of points. If i succeed i&#039;ll post a detailed example here</p>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-11-19T19:57:50Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4268#p4268</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4267#p4267" />
			<content type="html"><![CDATA[<p>Also when i was testing a simple shader to draw my circle, i had to put it on a material and assign it to a gameobject (here, a plane). This allowed me to modify my variables in the inspector : </p><p><span class="postimg"><img src="https://i.imgur.com/senPyBK.jpg" alt="https://i.imgur.com/senPyBK.jpg" /></span></p><p>But with the map, i just assign the new shader in the inspector. Since there is no material involve i can&#039;t play with the properties. </p><p><span class="postimg"><img src="https://i.imgur.com/poP2QyE.jpg" alt="https://i.imgur.com/poP2QyE.jpg" /></span></p><p>How does it work if there is no material ? Could this explain why i can&#039;t get to modify my shader parameters ?</p>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-11-19T17:13:49Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4267#p4267</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4266#p4266" />
			<content type="html"><![CDATA[<p>So, i tried a different approach. I&#039;trying to draw directly on the tileset shader.<br />Right now i&#039;m trying to draw a filled circle with a border on the map.</p><p>So far it&#039;s working, except that i am not able to modify my shader variables and i really don&#039;t know why <img src="https://forum.infinity-code.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /></p><p>Here is the TilesetCutoutShader with the modification i added:</p><div class="codebox"><pre><code>Shader &quot;Custom/TilesetCutoutShaderCircleOnMap&quot; {
    Properties
    {
        _Color(&quot;Main Color&quot;, Color) = (1,1,1,1)
        _MainTex(&quot;Base (RGB) Trans (A)&quot;, 2D) = &quot;white&quot; {}
        _OverlayBackTex(&quot;Overlay Back Texture&quot;, 2D) = &quot;black&quot; {}
        _OverlayBackAlpha(&quot;Overlay Back Alpha&quot;, Range(0, 1)) = 1
        _TrafficTex(&quot;Traffic Texture&quot;, 2D) = &quot;black&quot; {}
        _OverlayFrontTex(&quot;Overlay Front Texture&quot;, 2D) = &quot;black&quot; {}
        _OverlayFrontAlpha(&quot;Overlay Front Alpha&quot;, Range(0, 1)) = 1
        
        //------------------------------------------------- DRAW A CIRCLE:
        _BorderColor(&quot;Border Color&quot;, Color) = (0, 0, 0,1)
        _FillColor(&quot;Fill Color&quot;,Color) = (1,1,1,1)
        _Center(&quot;Center&quot;, Vector) = (0,0,0,0)
        _Radius(&quot;Radius&quot;, Range(0, 1000)) = 500
        _Border(&quot;Border&quot;, Range(0, 100)) = 10

    }

        SubShader
        {
            Tags {&quot;Queue&quot; = &quot;AlphaTest-300&quot; &quot;IgnoreProjector&quot; = &quot;False&quot; &quot;RenderType&quot; = &quot;TransparentCutout&quot;}
            LOD 200

            CGPROGRAM
            #pragma surface surf Lambert alphatest:_Cutoff 

            sampler2D _MainTex;
            sampler2D _OverlayBackTex;
            half _OverlayBackAlpha;
            sampler2D _TrafficTex;
            sampler2D _OverlayFrontTex;
            half _OverlayFrontAlpha;
            fixed4 _Color;

            //------------------------------------------------- DRAW A CIRCLE:
            fixed4 _BorderColor;
            fixed4 _FillColor;
            float3 _Center;
            float _Border;
            float _Radius;

            struct Input
            {
                float2 uv_MainTex;
                float2 uv_OverlayBackTex;
                float2 uv_TrafficTex;
                float2 uv_OverlayFrontTex;
                //------------------------------------------------- DRAW A CIRCLE:
                float3 worldPos;
            };

            void surf(Input IN, inout SurfaceOutput o)
            {
                fixed4 c = tex2D(_MainTex, IN.uv_MainTex);

                fixed4 t = tex2D(_OverlayBackTex, IN.uv_OverlayBackTex);
                fixed3 ct = lerp(c.rgb, t.rgb, t.a * _OverlayBackAlpha);

                t = tex2D(_TrafficTex, IN.uv_TrafficTex);
                ct = lerp(ct, t.rgb, t.a);

                t = tex2D(_OverlayFrontTex, IN.uv_OverlayFrontTex);
                ct = lerp(ct, t.rgb, t.a * _OverlayFrontAlpha);

                ct = ct * _Color;
                o.Albedo = ct;
                o.Alpha = c.a * _Color.a;
                //------------------------------------------------- DRAW A CIRCLE:

                float dist = distance(_Center, IN.worldPos);
                
                if (dist &lt; _Radius)
                    o.Albedo = lerp(ct, _FillColor, _FillColor.a);
                else if (dist &gt; _Radius &amp;&amp; dist &lt; (_Radius + _Border))
                    o.Albedo = lerp(ct, _BorderColor, _BorderColor.a);


            }
            ENDCG
        }

            Fallback &quot;Transparent/Cutout/Diffuse&quot;
}</code></pre></div><p>Result&nbsp; :</p><p><span class="postimg"><img src="https://i.imgur.com/kVPYyG7.jpg" alt="https://i.imgur.com/kVPYyG7.jpg" /></span></p><p>Now, when i click on the map i try to do this :</p><div class="codebox"><pre><code>//Keep trace of the last point clicked on the map
            OnlineMapsControlBase.instance.GetCoords(out lastClickLng, out lastClickLat);
            Vector3 p = OnlineMapsTileSetControl.instance.GetWorldPosition(lastClickLng, lastClickLat);
            Debug.Log(p);
            Shader.SetGlobalVector(&quot;_Center&quot;,p);
            Shader.SetGlobalFloat(&quot;_Radius&quot;, 1000);</code></pre></div><p>But it doesn&#039;t affect the shader. Am i missing something ?</p>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-11-19T16:52:57Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4266#p4266</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4236#p4236" />
			<content type="html"><![CDATA[<p>Hello.</p><p>Unfortunately, there are no better ways.<br />Here, only suitable and not suitable ways:<br />1. OnlineMapsDrawingElement.checkMapBoundaries = false.<br />This mode works not intersect.<br />2. (Not recommended) Use Drawing as Overlay.<br />3. Draw a mesh over a map with elevations.<br />4. Draw a flat mesh and play with Material.renderQueue or Shader.renderQueue.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2018-11-15T09:09:16Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4236#p4236</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Drawing filled polygon in tileSet mode]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=4234#p4234" />
			<content type="html"><![CDATA[<p>Hi<br />I know that the documentation say that the background color of the polygon is not supported in tileset mode.</p><p>Is there any alternative solutions to display a filled polygon on the map ? </p><p>I&#039;m thinking about creating a mesh and putting it just slightly over the map, but is there a better way ? I&#039;m using elevation, so the mesh solution is more complex than i usually though. I want to explore all existing solution before doing that.</p><p>Thanks</p>]]></content>
			<author>
				<name><![CDATA[Thibault]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=821</uri>
			</author>
			<updated>2018-11-14T19:01:04Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=4234#p4234</id>
		</entry>
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