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/ogre_changes/Plugins/OctreeSceneManager/src/OgreOctreeSceneManager.cpp

    r112 r115  
    3939#include <OgreOctreeCamera.h> 
    4040#include <OgreRenderSystem.h> 
    41 #include <windows.h> 
     41 
    4242 
    4343extern "C" 
     
    508508        } 
    509509 
    510                 //matt: remove later 
    511                 //OutputDebugString("adding octree node\n"); 
    512                  
    513  
    514510        _addOctreeNode( n, octant -> mChildren[ x ][ y ][ z ], ++depth ); 
    515511 
     
    11731169} 
    11741170//----------------------------------------------------------------------- 
    1175 void OctreeSceneManager::_renderOctant(Camera *cam, Octree *octant, bool onlyShadowCasters) 
     1171void OctreeSceneManager::_renderOctant(Camera *cam, Octree *octant, bool onlyShadowCasters,  
     1172                                                                           bool leaveTransparentsInQueue)//, bool useZPassQueue) 
    11761173{ 
    11771174        //Add stuff to be rendered; 
     
    11881185                { 
    11891186                        sn->_addToRenderQueue(cam, getRenderQueue(), onlyShadowCasters); 
    1190                         //node->_findVisibleObjects(cam, getRenderQueue(), false, mDisplayNodes, false); 
    11911187                        mVisible.push_back(sn); 
    11921188 
     
    12071203        if (mShowBoxes) 
    12081204        { 
     1205                octant->getWireBoundingBox()->setMaterial("BaseWhiteNoLighting"); 
     1206 
    12091207                getRenderQueue()->addRenderable(octant->getWireBoundingBox()); 
    12101208                mBoxes.push_back(octant->getWireBoundingBox()); 
    12111209        } 
    12121210 
     1211        //-- the actual rendering 
    12131212        SceneManager::_renderVisibleObjects(); 
    1214  
    12151213        // delete all rendered objects from the render queue 
    1216         _deleteRenderedQueueGroups(); 
     1214        _deleteRenderedQueueGroups(leaveTransparentsInQueue); 
    12171215} 
    12181216#endif // GTP_VISIBILITY_MODIFIED_OGRE 
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