1 | #include "OgreOcclusionCullingSceneTraverser.h"
|
---|
2 | #include "OgreMath.h"
|
---|
3 | #include "OgreIteratorWrappers.h"
|
---|
4 | #include "OgreCamera.h"
|
---|
5 | #include "OgreHardwareOcclusionQuery.h"
|
---|
6 | #include "OgreSolidHalfBoundingBox.h"
|
---|
7 |
|
---|
8 |
|
---|
9 | #include <windows.h>
|
---|
10 |
|
---|
11 | namespace Ogre {
|
---|
12 |
|
---|
13 | //-----------------------------------------------------------------------
|
---|
14 | OcclusionCullingSceneTraverser::OcclusionCullingSceneTraverser(SceneManager *sm, RenderSystem *rsys):
|
---|
15 | mFrameId(1), mDistanceQueue(NULL), mVisibilityThreshold(0), mCurrentTestIdx(0),
|
---|
16 | mQueryMode(MODE_RENDER), mNumSceneNodes(0), mCurrentAlgorithm(RENDER_COHERENT),
|
---|
17 | mNumQueries(0), mNumTraversedNodes(0), mNumQueryCulledNodes(0), mNumFrustumCulledNodes(0),
|
---|
18 | mNumRenderedNodes(0),mNumRenderedGeometry(0), mSceneManager(sm), mRenderSystem(rsys), mSceneRoot(NULL)
|
---|
19 | {
|
---|
20 | mHalfBoundingBox[0] = mHalfBoundingBox[1] = 0;
|
---|
21 | }
|
---|
22 | //-----------------------------------------------------------------------
|
---|
23 | OcclusionCullingSceneTraverser::~OcclusionCullingSceneTraverser()
|
---|
24 | {
|
---|
25 | if(mHalfBoundingBox[0]) delete mHalfBoundingBox[0];
|
---|
26 | if(mHalfBoundingBox[1]) delete mHalfBoundingBox[1];
|
---|
27 |
|
---|
28 | deleteQueries();
|
---|
29 |
|
---|
30 | if(mDistanceQueue)
|
---|
31 | delete mDistanceQueue;
|
---|
32 | //SceneManager::~SceneManager();
|
---|
33 | }
|
---|
34 | //-----------------------------------------------------------------------
|
---|
35 | void OcclusionCullingSceneTraverser::renderScene( Camera *cam )
|
---|
36 | {
|
---|
37 | mNumTraversedNodes = 0; |
---|
38 | mNumQueryCulledNodes = 0; |
---|
39 | mNumFrustumCulledNodes = 0; |
---|
40 | mNumRenderedGeometry = 0;
|
---|
41 | mNumRenderedNodes = 0;
|
---|
42 |
|
---|
43 | mCurrentTestIdx = 0;
|
---|
44 |
|
---|
45 | initDistanceQueue(cam);
|
---|
46 |
|
---|
47 | switch(mCurrentAlgorithm) |
---|
48 | { |
---|
49 | case RENDER_CULL_FRUSTUM: |
---|
50 | renderCullFrustum(cam); |
---|
51 | break; |
---|
52 | case RENDER_STOP_AND_WAIT: |
---|
53 | renderStopAndWait(cam); |
---|
54 | break; |
---|
55 | case RENDER_COHERENT: |
---|
56 | renderCoherentWithQueue(cam); |
---|
57 | break; |
---|
58 | default: |
---|
59 | renderCullFrustum(cam); |
---|
60 | break; |
---|
61 | }
|
---|
62 |
|
---|
63 | mFrameId ++;
|
---|
64 | }
|
---|
65 | //-----------------------------------------------------------------------
|
---|
66 | void OcclusionCullingSceneTraverser::renderCoherentWithQueue(Camera *cam) |
---|
67 | { |
---|
68 | QueryQueue queryQueue; |
---|
69 | |
---|
70 | //-- PART 1: process finished occlusion queries |
---|
71 | while(!mDistanceQueue->empty() || !queryQueue.empty()) |
---|
72 | { |
---|
73 | while(!queryQueue.empty() && |
---|
74 | ((queryQueue.front().second)->resultAvailable() || mDistanceQueue->empty())) |
---|
75 | { |
---|
76 | SceneNode *node = queryQueue.front().first; |
---|
77 | HardwareOcclusionQuery *query = queryQueue.front().second; |
---|
78 | |
---|
79 | queryQueue.pop(); |
---|
80 | |
---|
81 | // wait until result available |
---|
82 | unsigned int visiblePixels; |
---|
83 | query->pullOcclusionQuery(&visiblePixels); |
---|
84 | |
---|
85 | if(visiblePixels > mVisibilityThreshold) |
---|
86 | { |
---|
87 | pullUpVisibility(node); |
---|
88 | traverseNode(cam, node); |
---|
89 | } |
---|
90 | else |
---|
91 | { |
---|
92 | mNumQueryCulledNodes ++; |
---|
93 | } |
---|
94 | } |
---|
95 | |
---|
96 | //-- PART 2: hierarchical traversal |
---|
97 | if(!mDistanceQueue->empty()) |
---|
98 | { |
---|
99 | SceneNode *node = mDistanceQueue->top(); |
---|
100 | mDistanceQueue->pop(); |
---|
101 | |
---|
102 | bool intersects = false; |
---|
103 | //TODO: Isvisible also checked inside scenenode::findvisibleobjects |
---|
104 | if(!cam->isVisible(node->_getWorldAABB(), intersects)) |
---|
105 | { |
---|
106 | mNumFrustumCulledNodes ++; |
---|
107 | continue; |
---|
108 | } |
---|
109 | |
---|
110 | // if intersects near plane => skip occlusion query because wrong results possible |
---|
111 | if(intersects) |
---|
112 | { |
---|
113 | // update node's visited flag |
---|
114 | node->setLastVisited(mFrameId); |
---|
115 | pullUpVisibility(node); |
---|
116 | traverseNode(cam, node); |
---|
117 | |
---|
118 | continue; |
---|
119 | } |
---|
120 | |
---|
121 | // identify previously visible nodes |
---|
122 | bool wasVisible = node->isNodeVisible() && (node->lastVisited() == mFrameId - 1); |
---|
123 | |
---|
124 | // identify nodes that we cannot skip queries for |
---|
125 | bool mustQuery= !wasVisible || (node->numAttachedObjects() > 0) || isLeaf(node); |
---|
126 | |
---|
127 | // reset node's visibility classification |
---|
128 | node->setNodeVisible(false); |
---|
129 | |
---|
130 | // update node's visited flag |
---|
131 | node->setLastVisited(mFrameId); |
---|
132 | |
---|
133 | // skip testing previously visible interior nodes without geometry |
---|
134 | if(mustQuery) |
---|
135 | { |
---|
136 | HardwareOcclusionQuery *query = issueOcclusionQuery(&node->_getWorldAABB(), wasVisible); |
---|
137 | queryQueue.push(QueryPair(node, query)); |
---|
138 | } |
---|
139 | |
---|
140 | // always traverse a node if it was visible |
---|
141 | if(wasVisible) |
---|
142 | { |
---|
143 | traverseNode(cam, node); |
---|
144 | } |
---|
145 | else |
---|
146 | { |
---|
147 | mNumFrustumCulledNodes ++; |
---|
148 | } |
---|
149 | } |
---|
150 | } |
---|
151 | }
|
---|
152 | //-----------------------------------------------------------------------
|
---|
153 | void OcclusionCullingSceneTraverser::renderCullFrustum(Camera *cam)
|
---|
154 | {
|
---|
155 | while(!mDistanceQueue->empty()) |
---|
156 | { |
---|
157 | SceneNode *node = mDistanceQueue->top(); |
---|
158 | mDistanceQueue->pop(); |
---|
159 | |
---|
160 | // interesting for visualization purpose |
---|
161 | node->setNodeVisible(false); |
---|
162 | |
---|
163 | //TODO: IsVisible also checked inside scenenode::_findvisibleobjects |
---|
164 | if(!cam->isVisible(node->_getWorldAABB())) |
---|
165 | { |
---|
166 | mNumFrustumCulledNodes ++; |
---|
167 | continue; |
---|
168 | } |
---|
169 | |
---|
170 | // update node's visited flag |
---|
171 | node->setLastVisited(mFrameId); |
---|
172 | node->setNodeVisible(true); |
---|
173 | traverseNode(cam, node); |
---|
174 | }
|
---|
175 | }
|
---|
176 | //-----------------------------------------------------------------------
|
---|
177 | void OcclusionCullingSceneTraverser::renderStopAndWait(Camera *cam) |
---|
178 | { |
---|
179 | while(!mDistanceQueue->empty()) |
---|
180 | { |
---|
181 | SceneNode *node = mDistanceQueue->top(); |
---|
182 | mDistanceQueue->pop(); |
---|
183 | |
---|
184 | // interesting for the visualization |
---|
185 | node->setNodeVisible(false); |
---|
186 | node->setLastVisited(mFrameId); |
---|
187 | |
---|
188 | bool intersects = false; |
---|
189 | //TODO: Isvisible also checked inside scenenode::findvisibleobjects |
---|
190 | if(!cam->isVisible(node->_getWorldAABB(), intersects)) |
---|
191 | { |
---|
192 | mNumFrustumCulledNodes ++; |
---|
193 | continue; |
---|
194 | } |
---|
195 | |
---|
196 | // if intersects near plane => skip occlusion query because wrong results possible |
---|
197 | if(intersects) |
---|
198 | { |
---|
199 | node->setNodeVisible(true); |
---|
200 | traverseNode(cam, node); |
---|
201 | |
---|
202 | continue; |
---|
203 | } |
---|
204 | |
---|
205 | HardwareOcclusionQuery *query = issueOcclusionQuery(&node->_getWorldAABB(), false); |
---|
206 | |
---|
207 | unsigned int visiblePixels; |
---|
208 | // wait if result not available |
---|
209 | query->pullOcclusionQuery(&visiblePixels); |
---|
210 | |
---|
211 | // node visible |
---|
212 | if(visiblePixels > mVisibilityThreshold) |
---|
213 | { |
---|
214 | node->setNodeVisible(true); |
---|
215 | traverseNode(cam, node); |
---|
216 | } |
---|
217 | else |
---|
218 | { |
---|
219 | mNumQueryCulledNodes ++; |
---|
220 | } |
---|
221 | } |
---|
222 | } |
---|
223 | //----------------------------------------------------------------------- |
---|
224 | HardwareOcclusionQuery *OcclusionCullingSceneTraverser::issueOcclusionQuery( |
---|
225 | AxisAlignedBox *box, bool wasVisible ) |
---|
226 | { |
---|
227 | // change state so the bounding box gets not actually rendered on the screen |
---|
228 | // TODO: in rendervisibleobjects, the rendermode is changed by ogre itself => change this!! |
---|
229 | |
---|
230 | //setRenderingMode(MODE_QUERY); |
---|
231 | //mRenderSystem->_setRasterisationMode(SDL_SOLID); setRenderingMode(MODE_RENDER);
|
---|
232 |
|
---|
233 | // get next available test id |
---|
234 | HardwareOcclusionQuery *query = getNextOcclusionQuery(); |
---|
235 | |
---|
236 | //-- the actual query test |
---|
237 | query->beginOcclusionQuery(); |
---|
238 |
|
---|
239 | renderBoundingBox(box);
|
---|
240 |
|
---|
241 | query->endOcclusionQuery();
|
---|
242 |
|
---|
243 | /*mRenderSystem->_setRasterisationMode(SDL_WIREFRAME);
|
---|
244 | setRenderingMode(MODE_RENDER);
|
---|
245 | renderBoundingBox(box);
|
---|
246 | mRenderSystem->_setRasterisationMode(SDL_SOLID);*/
|
---|
247 |
|
---|
248 | return query;
|
---|
249 | }
|
---|
250 | //-----------------------------------------------------------------------
|
---|
251 | void OcclusionCullingSceneTraverser::setRenderingMode( int mode ) |
---|
252 | { |
---|
253 | // avoid unnecessary state changes |
---|
254 | if(mode != mQueryMode) |
---|
255 | { |
---|
256 | mQueryMode = mode; |
---|
257 | bool enabled = (mode == MODE_RENDER); |
---|
258 | |
---|
259 | //if(mode == MODE_RENDER) return; |
---|
260 | |
---|
261 | /* |
---|
262 | mRenderSystem->_setRasterisationMode(SDL_SOLID); |
---|
263 | mRenderSystem->_setSurfaceParams(ColourValue(0.9, 0.2, 0.2),
|
---|
264 | ColourValue(0.2, 0.2, 0.2), ColourValue(0.2, 0.2, 0.2),
|
---|
265 | ColourValue(0, 0, 0), Real(100));
|
---|
266 | mRenderSystem->_setDepthBufferCheckEnabled(false); |
---|
267 | mRenderSystem->_setAlphaRejectSettings(CMPF_ALWAYS_PASS, 255);
|
---|
268 | */
|
---|
269 |
|
---|
270 | mRenderSystem->_setColourBufferWriteEnabled(enabled, enabled, enabled, enabled); |
---|
271 | mRenderSystem->_setDepthBufferWriteEnabled(enabled); |
---|
272 | //mRenderSystem->setLightingEnabled(enabled); |
---|
273 | } |
---|
274 | }
|
---|
275 | //-----------------------------------------------------------------------
|
---|
276 | void OcclusionCullingSceneTraverser::traverseNode( Camera *cam, SceneNode *node )
|
---|
277 | {
|
---|
278 | mNumTraversedNodes ++;
|
---|
279 |
|
---|
280 | if(node->numAttachedObjects() > 0)
|
---|
281 | {
|
---|
282 | renderSceneNode(cam, node);
|
---|
283 | }
|
---|
284 |
|
---|
285 | // internal node: add children to priority queue for further processing
|
---|
286 | Node::ChildNodeIterator it = node->getChildIterator();
|
---|
287 |
|
---|
288 | while (it.hasMoreElements())
|
---|
289 | {
|
---|
290 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
|
---|
291 | mDistanceQueue->push(sceneChild);
|
---|
292 | }
|
---|
293 | }
|
---|
294 | //-----------------------------------------------------------------------
|
---|
295 | void OcclusionCullingSceneTraverser::renderSceneNode( Camera *cam, SceneNode *node )
|
---|
296 | {
|
---|
297 | //TODO: does not do any changes
|
---|
298 | //setRenderingMode(MODE_RENDER);
|
---|
299 |
|
---|
300 | if(node->lastRendered() != node->lastVisited())
|
---|
301 | {
|
---|
302 | node->setLastRendered(node->lastVisited());
|
---|
303 | mNumRenderedNodes ++;
|
---|
304 |
|
---|
305 | mSceneManager->_renderSceneNode(cam, node);
|
---|
306 | }
|
---|
307 | }
|
---|
308 | //-----------------------------------------------------------------------
|
---|
309 | /* void OcclusionCullingSceneTraverser::preprocess( void )
|
---|
310 | {
|
---|
311 | //-- initialise occlusion queries.
|
---|
312 | deleteQueries();
|
---|
313 |
|
---|
314 | for(unsigned int i=0; i < mNumQueries; i++)
|
---|
315 | {
|
---|
316 | mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
|
---|
317 | }
|
---|
318 | }*/
|
---|
319 | //-----------------------------------------------------------------------
|
---|
320 | void OcclusionCullingSceneTraverser::setSceneManager( SceneManager *sm )
|
---|
321 | {
|
---|
322 | mSceneManager = sm;
|
---|
323 | }
|
---|
324 | //-----------------------------------------------------------------------
|
---|
325 | void OcclusionCullingSceneTraverser::setRenderSystem( RenderSystem *rsys )
|
---|
326 | {
|
---|
327 | mRenderSystem = rsys;
|
---|
328 | }
|
---|
329 | //-----------------------------------------------------------------------
|
---|
330 | /*unsigned int OcclusionCullingSceneManager::countSceneNodes(SceneNode *node)
|
---|
331 | {
|
---|
332 | unsigned int result = 1;
|
---|
333 |
|
---|
334 | Node::ChildNodeIterator it = node->getChildIterator();
|
---|
335 |
|
---|
336 | while (it.hasMoreElements())
|
---|
337 | {
|
---|
338 | SceneNode* sceneChild = static_cast<SceneNode*>(it.getNext());
|
---|
339 | result += countSceneNodes(sceneChild);
|
---|
340 | }
|
---|
341 |
|
---|
342 | return result;
|
---|
343 | }*/
|
---|
344 | //-----------------------------------------------------------------------
|
---|
345 | bool OcclusionCullingSceneTraverser::isLeaf( SceneNode *node )
|
---|
346 | {
|
---|
347 | return (node->numChildren() == 0);
|
---|
348 | }
|
---|
349 | //-----------------------------------------------------------------------
|
---|
350 | void OcclusionCullingSceneTraverser::pullUpVisibility(SceneNode *node )
|
---|
351 | {
|
---|
352 | while(node && !node->isNodeVisible()) |
---|
353 | { |
---|
354 | node->setNodeVisible(true); |
---|
355 | node = node->getParentSceneNode(); |
---|
356 | }
|
---|
357 | }
|
---|
358 | //-----------------------------------------------------------------------
|
---|
359 | void OcclusionCullingSceneTraverser::deleteQueries( void )
|
---|
360 | {
|
---|
361 | for(unsigned int i=0; i < (unsigned int)mOcclusionQueries.size(); ++i)
|
---|
362 | delete mOcclusionQueries[i];
|
---|
363 |
|
---|
364 | mOcclusionQueries.clear();
|
---|
365 | }
|
---|
366 | //-----------------------------------------------------------------------
|
---|
367 | void OcclusionCullingSceneTraverser::renderBoundingBox( AxisAlignedBox *box )
|
---|
368 | {
|
---|
369 | // Render two halfes of the bounding box (using triangle fans)
|
---|
370 | for(int half = 0; half < 2; half ++)
|
---|
371 | {
|
---|
372 | static Matrix4 xform[256];
|
---|
373 | //TODO: this should be full bounding box
|
---|
374 | SolidHalfBoundingBox *halfbox = getSolidHalfBoundingBox(half);
|
---|
375 | halfbox->setupBoundingBox(*box);
|
---|
376 |
|
---|
377 | /*mRenderSystem->_setWorldMatrix(Matrix4::IDENTITY); |
---|
378 | |
---|
379 | halfbox->getWorldTransforms(xform); |
---|
380 | |
---|
381 | int numMatrices = halfbox->getNumWorldTransforms(); |
---|
382 | if (numMatrices > 1) |
---|
383 | { |
---|
384 | mRenderSystem->_setWorldMatrices(xform, numMatrices); |
---|
385 | } |
---|
386 | else |
---|
387 | { |
---|
388 | mRenderSystem->_setWorldMatrix(*xform); |
---|
389 | } |
---|
390 | mRenderSystem->setClipPlanes(halfbox->getClipPlanes()); |
---|
391 | |
---|
392 | static RenderOperation ro; |
---|
393 | |
---|
394 | mSceneManager->useRenderableViewProjMode(halfbox);
|
---|
395 | halfbox->getRenderOperation(ro);
|
---|
396 | ro.srcRenderable = halfbox;
|
---|
397 | mRenderSystem->_render(ro);*/
|
---|
398 |
|
---|
399 | mSceneManager->myrenderSingleObject(getSolidHalfBoundingBox(half),
|
---|
400 | getSolidHalfBoundingBox(half)->getTechnique()->getPass(0), true);
|
---|
401 | }
|
---|
402 | }
|
---|
403 | //-----------------------------------------------------------------------
|
---|
404 | SolidHalfBoundingBox *OcclusionCullingSceneTraverser::getSolidHalfBoundingBox( int half )
|
---|
405 | {
|
---|
406 | if(!mHalfBoundingBox[half])
|
---|
407 | mHalfBoundingBox[half] = new SolidHalfBoundingBox(half == 1);
|
---|
408 |
|
---|
409 | return mHalfBoundingBox[half];
|
---|
410 | }
|
---|
411 | //-----------------------------------------------------------------------
|
---|
412 | void OcclusionCullingSceneTraverser::setNumSceneNodes(int num)
|
---|
413 | {
|
---|
414 | mNumSceneNodes = num;
|
---|
415 | }
|
---|
416 | //-----------------------------------------------------------------------
|
---|
417 | /*void OcclusionCullingSceneTraverser::setNumQueries(int num)
|
---|
418 | {
|
---|
419 | mNumQueries = num;
|
---|
420 | }*/
|
---|
421 | //-----------------------------------------------------------------------
|
---|
422 | void OcclusionCullingSceneTraverser::setSceneRoot(SceneNode *root)
|
---|
423 | {
|
---|
424 | mSceneRoot = root;
|
---|
425 | }
|
---|
426 | //-----------------------------------------------------------------------
|
---|
427 | void OcclusionCullingSceneTraverser::initDistanceQueue(Camera *cam)
|
---|
428 | {
|
---|
429 | mDistanceQueue = new PriorityQueue(myless<SceneNode *>(cam));
|
---|
430 | mDistanceQueue->push(mSceneRoot);
|
---|
431 | }
|
---|
432 | //-----------------------------------------------------------------------
|
---|
433 | HardwareOcclusionQuery *OcclusionCullingSceneTraverser::getNextOcclusionQuery(void)
|
---|
434 | {
|
---|
435 | if(mCurrentTestIdx == mOcclusionQueries.size())
|
---|
436 | {
|
---|
437 | mOcclusionQueries.push_back(mRenderSystem->createHardwareOcclusionQuery());
|
---|
438 | }
|
---|
439 |
|
---|
440 | return mOcclusionQueries[mCurrentTestIdx ++];
|
---|
441 | }
|
---|
442 | //-----------------------------------------------------------------------
|
---|
443 | bool OcclusionCullingSceneTraverser::setOption( const String & key, const void * val )
|
---|
444 | {
|
---|
445 | if ( key == "Algorithm" )
|
---|
446 | {
|
---|
447 | mCurrentAlgorithm = * static_cast < const int * > ( val );
|
---|
448 | return true;
|
---|
449 | }
|
---|
450 | if ( key == "Threshold" )
|
---|
451 | {
|
---|
452 | mVisibilityThreshold = * static_cast < const int * > ( val );
|
---|
453 | return true;
|
---|
454 | }
|
---|
455 |
|
---|
456 | return false;
|
---|
457 | }
|
---|
458 | //-----------------------------------------------------------------------
|
---|
459 | bool OcclusionCullingSceneTraverser::getOption( const String & key, void *val )
|
---|
460 | {
|
---|
461 | if ( key == "Algorithm" )
|
---|
462 | {
|
---|
463 | * static_cast < int * > ( val ) = mCurrentAlgorithm;
|
---|
464 | return true;
|
---|
465 | }
|
---|
466 | if ( key == "Threshold" )
|
---|
467 | {
|
---|
468 | * static_cast < unsigned int * > ( val ) = mVisibilityThreshold;
|
---|
469 | return true;
|
---|
470 | }
|
---|
471 | if ( key == "NumSceneNodes" )
|
---|
472 | {
|
---|
473 | * static_cast < unsigned int * > ( val ) = mNumSceneNodes;
|
---|
474 | return true;
|
---|
475 | }
|
---|
476 | if ( key == "NumTraversedNodes" )
|
---|
477 | {
|
---|
478 | * static_cast < unsigned int * > ( val ) = mNumTraversedNodes;
|
---|
479 | return true;
|
---|
480 | }
|
---|
481 | if ( key == "NumQueryCulledNodes" )
|
---|
482 | {
|
---|
483 | * static_cast < unsigned int * > ( val ) = mNumQueryCulledNodes;
|
---|
484 | return true;
|
---|
485 | }
|
---|
486 | if ( key == "NumFrustumCulledNodes" )
|
---|
487 | {
|
---|
488 | * static_cast < unsigned int * > ( val ) = mNumFrustumCulledNodes;
|
---|
489 | return true;
|
---|
490 | }
|
---|
491 | if ( key == "NumRenderedNodes" )
|
---|
492 | {
|
---|
493 | * static_cast < unsigned int * > ( val ) = mNumRenderedNodes;
|
---|
494 | return true;
|
---|
495 | }
|
---|
496 | return false;
|
---|
497 | }
|
---|
498 | //-----------------------------------------------------------------------
|
---|
499 | bool OcclusionCullingSceneTraverser::getOptionKeys( StringVector & refKeys )
|
---|
500 | {
|
---|
501 | refKeys.push_back( "Algorithm" );
|
---|
502 | refKeys.push_back( "Threshold" );
|
---|
503 | refKeys.push_back( "NumSceneNodes" ); |
---|
504 | refKeys.push_back( "NumTraversedNodes" ); |
---|
505 | refKeys.push_back( "NumQueryCulledNodes" ); |
---|
506 | refKeys.push_back( "NumFrustumCulledNodes" ); |
---|
507 | refKeys.push_back( "mNumRenderedGeometry" );
|
---|
508 |
|
---|
509 | return true;
|
---|
510 | }
|
---|
511 | }
|
---|