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:

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Added
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  • trunk/VUT/work/ogre_changes/Plugins/OctreeSceneManager/include/OgreOctreeSceneManager.h

    r112 r115  
    105105        /** Renders one octant of an octree, i.e., renders current octant 
    106106                node and does not traverse deeper into the tree. 
     107 
    107108                @remark Note that OctreeNode instances are NOT part of the octree  
    108109                hierarchy, instead one octant of an Octree contains many OctreeNode instances. 
    109                 @param octree the octree to be rendered 
     110                 
    110111                @param cam current camera 
     112                @param octree the octant to be rendered (without children) 
     113                @param onlyShadowCasters if only shadow casters are rendered 
     114                @param leaveTransparentsInQueue if transparemt should be left in queue for later processing 
    111115        */ 
    112         void _renderOctant(Camera* cam, Octree *octree, bool onlyShadowCasters); 
     116        void _renderOctant(Camera* cam, Octree *octree, bool onlyShadowCasters, bool leaveTransparentsInQueue = false); 
    113117 
    114118        /** Returns stored list of boxes */ 
     
    214218    IntersectionSceneQuery* createIntersectionQuery(unsigned long mask); 
    215219 
     220 
    216221protected: 
    217222 
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