Ignore:
Timestamp:
05/30/05 03:20:23 (19 years ago)
Author:
mattausch
Message:

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

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/VUT/Ogre/include/OgrePlatformHierarchyInterface.h

    r112 r115  
    5151                @remark If null, the actual camera is used for both viewing and culling          
    5252        */ 
    53         void InitFrame(GtpVisibility::HierarchyNode *root, Camera *cam, Camera *cullCam = NULL); 
     53        void InitFrame(GtpVisibility::HierarchyNode *root, Camera *cam, Camera *cullCam = NULL, bool leaveTransparentsInQueue = false); 
    5454        /** Checks if the node is visible from the current view frustum. 
    5555                @param node the current node 
     
    8686 
    8787protected: 
     88        /** true if query should test using geomery whenever it is possible, false if  
     89                bounding boxes are always used. 
     90        */ 
     91        bool UseOptimization() const; 
     92 
    8893        /** materials for visualizing frustum and query culled nodes */ 
    89         void CreateCulledNodeMaterials(); 
     94        void CreateNodeVizMaterials(); 
    9095 
    9196        /** A pass that prepares an occlusion query. 
     
    126131 
    127132        bool mOnlyShadowCasters; 
     133        bool mLeaveTransparentsInQueue; 
    128134}; 
    129135 
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