Changeset 122 for trunk/VUT/Ogre/src/OgreVisibilityOctreeSceneManager.cpp
- Timestamp:
- 06/10/05 01:46:50 (19 years ago)
- File:
-
- 1 edited
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trunk/VUT/Ogre/src/OgreVisibilityOctreeSceneManager.cpp
r121 r122 16 16 : 17 17 mVisibilityManager(visManager), 18 m IsDepthPass(false),18 mRenderDepthPass(false), 19 19 mShowVisualization(false), 20 20 mRenderNodesForViz(false), … … 69 69 { 70 70 // setting vertex program is not efficient 71 Pass *usedPass = ((mIsDepthPass && pass->getDepthWriteEnabled() && !pass->hasVertexProgram()) ? mDepthPass : pass); 71 Pass *usedPass = ((mRenderDepthPass && pass->getDepthWriteEnabled() && 72 !pass->hasVertexProgram()) ? mDepthPass : pass); 72 73 73 74 /* 74 75 // set depth fill pass only if depth write enabled 75 Pass *usedPass = (m IsDepthPass && pass->getDepthWriteEnabled() ? mDepthPass : pass);76 77 if (m IsDepthPass && pass->hasVertexProgram())76 Pass *usedPass = (mRenderDepthPass && pass->getDepthWriteEnabled() ? mDepthPass : pass); 77 78 if (mRenderDepthPass && pass->hasVertexProgram()) 78 79 { 79 80 // set vertex program of current pass to depth pass … … 127 128 128 129 for (NodeList::iterator it = mVisible.begin(); it != mVisible.end(); ++it) 129 {130 { 130 131 131 132 if (mRenderNodesForViz) … … 169 170 // create material for depth pass 170 171 InitDepthPass(); 171 172 172 173 // visualization: apply standard rendering 173 174 if (mShowVisualization) … … 175 176 OctreeSceneManager::_renderVisibleObjects(); 176 177 return; 177 } 178 178 } 179 179 180 180 //-- hierarchical culling … … 218 218 219 219 // set state for depth pass 220 m IsDepthPass = mUseDepthPass;220 mRenderDepthPass = mUseDepthPass; 221 221 222 222 /** … … 241 241 (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false); 242 242 } 243 m IsDepthPass = false;243 mRenderDepthPass = false; 244 244 } 245 245 mSkipTransparents = false;
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