- Timestamp:
- 06/16/05 18:58:29 (20 years ago)
- Location:
- trunk/VUT
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/VUT/Ogre/src/OgreVisibilityTerrainSceneManager.cpp
r135 r137 128 128 if (mRenderNodesForViz) 129 129 { 130 getRenderQueue()->addRenderable(*it);130 //getRenderQueue()->addRenderable(*it); 131 131 132 132 // addbounding boxes instead of node itself 133 //(*it)->_addBoundingBoxToQueue(getRenderQueue());133 (*it)->_addBoundingBoxToQueue(getRenderQueue()); 134 134 } 135 135 if (mRenderNodesContentForViz) -
trunk/VUT/work/TestCullingTerrain/TerrainFrameListener.cpp
r135 r137 196 196 // Get results, create a node/entity on the position 197 197 mCurrentObject = mTerrainContentGenerator->GenerateSceneObject( 198 mouseRay.getOrigin() , Vector3::ZERO, "robot");198 mouseRay.getOrigin()/*queryResult*/, Vector3::ZERO, "robot"); 199 199 200 200 mLMouseDown = true; -
trunk/VUT/work/TestCullingTerrain/TestCullingTerrainApplication.cpp
r135 r137 40 40 * because then the camera is displayed correctly in the visualization 41 41 */ 42 mCamNode = mSceneMgr->getRootSceneNode()-> createChildSceneNode(43 "CamNode1", Vector3(707, 5000, 528));42 mCamNode = mSceneMgr->getRootSceneNode()-> 43 createChildSceneNode("CamNode1", Vector3(707, 5000, 528)); 44 44 //mCamera->setPosition(707, 5000, 528); 45 45 mCamNode->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329)); … … 95 95 mSunLight->setCastShadows(true); 96 96 97 // set light angle not too sharp, otherwise shadows textures will be broken 97 98 Vector3 dir(0.5, 1, 0.5); 98 99 dir.normalise(); … … 103 104 mSunLight->setSpecularColour(1, 1, 1); 104 105 105 // -- Fog106 // -- Fog 106 107 // NB it's VERY important to set this before calling setWorldGeometry 107 108 // because the vertex program picked will be different … … 135 136 mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt); 136 137 */ 137 138 if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_HWRENDER_TO_TEXTURE)) 139 { 140 // In D3D, use a 1024x1024 shadow texture 141 mSceneMgr->setShadowTextureSettings(1024, 2); 142 } 143 else 144 { 138 mSceneMgr->setShadowTextureSettings(1024, 2); 139 /* if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_HWRENDER_TO_TEXTURE)) 140 { // In D3D, use a 1024x1024 shadow texture 141 mSceneMgr->setShadowTextureSettings(1024, 2); } else { 145 142 // Use 512x512 texture in GL since we can't go higher than the window res 146 mSceneMgr->setShadowTextureSettings(512, 2); 147 } 143 mSceneMgr->setShadowTextureSettings(512, 2);} 144 */ 145 148 146 //mSceneMgr->setShadowColour(ColourValue(0, 0, 0)); 149 147 mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
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