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/work/TestCulling/TestCullingApplication.h

    r112 r115  
    2525}; 
    2626 
    27 class MouseQueryListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener 
     27class TerrainMouseQueryListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener 
    2828{ 
    2929public: 
    3030 
    31     MouseQueryListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager,  
     31    TerrainMouseQueryListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager,  
    3232                        CEGUI::Renderer *renderer, SceneContentGenerator *sceneContentGenerator); 
    3333 
    3434 
    35     ~MouseQueryListener( ); 
     35    ~TerrainMouseQueryListener( ); 
    3636 
    3737        bool frameStarted(const FrameEvent& evt); 
     
    6666        void toggleUseOptimization(); 
    6767        void toggleShowOctree(); 
    68         void toggleUseVisibilityCulling(); 
     68        void toggleUseDepthPass(); 
    6969        void toggleShowViz(); 
    7070 
     
    9494        bool mUseOptimization; 
    9595        bool mShowOctree; 
    96         bool mUseVisibilityCulling; 
     96        bool mUseDepthPass; 
    9797        bool mShowVisualization; 
    9898 
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