Revision 85,
1.3 KB
checked in by mattausch, 19 years ago
(diff) |
corrected bug so chc is much faster than stop and wait
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1 | #include "StopAndWaitCullingManager.h" |
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2 | //#include <windows.h> |
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3 | |
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4 | namespace GtpVisibility { |
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5 | |
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6 | //----------------------------------------------------------------------- |
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7 | void StopAndWaitCullingManager::RenderScene() |
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8 | { |
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9 | mNumFrustumCulledNodes = mNumQueryCulledNodes = 0; |
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10 | //OutputDebugString("Stop and Wait Culling\n"); |
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11 | |
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12 | while (!mHierarchyInterface->GetQueue()->empty()) |
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13 | { |
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14 | HierarchyNode *node = mHierarchyInterface->GetQueue()->top(); |
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15 | mHierarchyInterface->GetQueue()->pop(); |
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16 | |
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17 | // interesting for visualization purpose |
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18 | mHierarchyInterface->SetNodeVisible(node, false); |
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19 | mHierarchyInterface->SetLastVisited(node, mHierarchyInterface->GetFrameId()); |
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20 | |
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21 | bool intersects = false; |
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22 | |
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23 | if (!mHierarchyInterface->CheckFrustumVisible(node, intersects)) |
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24 | { |
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25 | mNumFrustumCulledNodes ++; |
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26 | } |
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27 | else |
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28 | { |
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29 | //if intersects near plane => skip occlusion query because wrong results possible |
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30 | if (intersects) |
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31 | { |
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32 | mHierarchyInterface->SetNodeVisible(node, true); |
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33 | mHierarchyInterface->TraverseNode(node); |
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34 | continue; |
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35 | } |
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36 | |
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37 | // node visible |
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38 | if (mHierarchyInterface->IssueOcclusionQuery(node)->GetQueryResult() > |
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39 | mVisibilityThreshold) |
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40 | { |
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41 | mHierarchyInterface->TraverseNode(node); |
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42 | } |
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43 | else |
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44 | { |
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45 | mNumQueryCulledNodes ++; |
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46 | } |
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47 | } |
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48 | } |
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49 | } |
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50 | } // namespace GtpVisibility |
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