Ignore:
Timestamp:
06/21/05 11:18:09 (19 years ago)
Author:
mattausch
Message:

fixed visibility queries using occlusion queries
fixed visualization

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/VUT/Ogre/src/OgreVisibilityTerrainSceneManager.cpp

    r139 r141  
    609609        mLeavePassesInQueue = 0; 
    610610         
    611 /*      if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE) 
     611        if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE) 
    612612        { 
    613613                mShadowTechnique = SHADOWTYPE_NONE; 
     
    615615                if (!mUseDepthPass) 
    616616                { 
    617                         // TODO: remove this 
     617                        // TODO: remove this because should be processed in first pass 
    618618                        mLeavePassesInQueue |= RenderPriorityGroup::SOLID_PASSES_NOSHADOW; 
    619619 
     
    633633                } 
    634634        } 
    635         */ 
     635         
    636636        if (mDelayRenderTransparents && (!mUseDepthPass)) 
    637637        { 
    638638                mLeavePassesInQueue |= RenderPriorityGroup::TRANSPARENT_PASSES; 
    639639        } 
    640         std::stringstream d; d << "leave passes in queue: " << mLeavePassesInQueue; 
    641         LogManager::getSingleton().logMessage(d.str()); 
     640        //std::stringstream d; d << "leave passes in queue: " << mLeavePassesInQueue;LogManager::getSingleton().logMessage(d.str()); 
    642641 
    643642        // possible two cameras (one for culling, one for rendering) 
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