source: trunk/VUT/GtpVisibility/src/FrustumCullingManager.cpp @ 115

Revision 115, 956 bytes checked in by mattausch, 19 years ago (diff)

added depth pass algorithm + delayed transparent object rendering (so depth ordering is right)

RevLine 
[59]1#include "FrustumCullingManager.h"
[94]2#include <OgreLogManager.h>
[59]3
4namespace GtpVisibility {
5
6//-----------------------------------------------------------------------
7void FrustumCullingManager::RenderScene()
8{
[111]9        //InitFrame();
[115]10
[74]11        while (!mHierarchyInterface->GetQueue()->empty())
[59]12        {
13                HierarchyNode *node = mHierarchyInterface->GetQueue()->top();
14                mHierarchyInterface->GetQueue()->pop();
15               
16                // interesting for visualization purpose
17                mHierarchyInterface->SetNodeVisible(node, false);
18                mHierarchyInterface->SetLastVisited(node, mHierarchyInterface->GetFrameId());
19
[74]20                if (!mHierarchyInterface->CheckFrustumVisible(node))
[112]21                {//if (mHierarchyInterface->mIsShadowPass)
[59]22                        mNumFrustumCulledNodes ++;
[113]23
[115]24                        if (mVisualizeCulledNodes)
[113]25                        {
26                                mHierarchyInterface->VisualizeCulledNode(node, FRUSTUM_CULLED);
27                        }
[59]28                }
[74]29                else
30                {               
31                        mHierarchyInterface->SetNodeVisible(node, true);
[59]32                        mHierarchyInterface->TraverseNode(node);
33                }
34        }
35}
36
37} // namespace GtpVisibility
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