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/OgreVisibilityOctreeSceneManager.h

    r114 r115  
    5050        GtpVisibility::VisibilityManager *getVisibilityManager( void ); 
    5151 
    52         //writes out stats into the Ogre log file 
     52        /** Writes out stats into the Ogre log file. 
     53        */ 
    5354        void WriteLog(); 
     55         
    5456        /** Render a set of objects, see renderSingleObject for param definitions  
    5557                Override so we can handle delayed rendering of transparent objects 
     
    5860            bool doLightIteration, const LightList* manualLightList = 0); 
    5961protected: 
    60          
     62 
     63        void CreateDepthPass(); 
     64 
    6165        OctreeHierarchyInterface *mHierarchyInterface; 
    6266        GtpVisibility::VisibilityManager *mVisibilityManager; 
    6367         
    64         bool mUseVisibilityCulling; 
    6568        bool mShowVisualization; 
    66         bool mRenderTransparentObjects; 
     69        bool mSkipTransparents; 
    6770        bool mVisualizeCulledNodes; 
    6871 
    6972        bool mRenderNodesForViz; 
    7073        bool mRenderNodesContentForViz; 
     74        bool mDelayRenderTransparents; 
     75        bool mUseDepthPass; 
     76 
     77        Pass *mDepthPass; 
    7178}; 
    7279 
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