Changeset 147 for trunk/VUT/Ogre
- Timestamp:
- 06/22/05 18:35:55 (20 years ago)
- Location:
- trunk/VUT/Ogre
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/VUT/Ogre/resources/VisibilityDemo.overlay
r146 r147 46 46 element TextArea(Example/Visibility/AlgorithmInfo): Example/Visibility/Templates/BasicText 47 47 { 48 left 1 5548 left 170 49 49 top 5 50 50 width 90 … … 63 63 element TextArea(Example/Visibility/ThresholdInfo): Example/Visibility/Templates/BasicText 64 64 { 65 left 1 5565 left 170 66 66 top 20 67 67 width 90 … … 79 79 element TextArea(Example/Visibility/UseOptimizationInfo): Example/Visibility/Templates/BasicText 80 80 { 81 left 1 5581 left 170 82 82 top 35 83 83 width 90 … … 95 95 element TextArea(Example/Visibility/UseDepthPassInfo): Example/Visibility/Templates/BasicText 96 96 { 97 left 1 5597 left 170 98 98 top 50 99 99 width 90 … … 107 107 width 90 108 108 height 30 109 caption [ A] Assumed Visibility109 caption [8][9] Assumed Visibility 110 110 } 111 111 112 112 element TextArea(Example/Visibility/AssumedVisibilityInfo): Example/Visibility/Templates/BasicText 113 113 { 114 left 1 55114 left 170 115 115 top 65 116 116 width 90 -
trunk/VUT/Ogre/src/OgreVisibilityTerrainSceneManager.cpp
r141 r147 223 223 else 224 224 { 225 // we interleave identification and rendering of objects 226 // in _renderVisibibleObjects 227 225 // if not the shadow pass we interleave identification 226 // and rendering of objects in _renderVisibibleObjects 227 if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE && 228 mIlluminationStage == IRS_RENDER_TO_TEXTURE) 229 { 230 TerrainSceneManager::_findVisibleObjects(cam, onlyShadowCasters); 231 } 228 232 // only shadow casters will be rendered in shadow texture pass 229 mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters); 230 //InitVisibilityCulling(cam); 233 //mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters); 231 234 } 232 235 //TerrainSceneManager::_findVisibleObjects(cam, onlyShadowCasters); … … 247 250 mIlluminationStage = IRS_NONE; 248 251 252 TerrainSceneManager::_renderVisibleObjects(); 253 254 mIlluminationStage = savedStage; 255 } 256 // normal rendering for shadow maps because of performance 257 else if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE && 258 mIlluminationStage == IRS_RENDER_TO_TEXTURE) 259 { 249 260 TerrainSceneManager::_renderVisibleObjects(); 250 261 } … … 313 324 314 325 // set the new render level index afterwards => new level in the next frame 315 TerrainRenderable::setCurrentRenderLevelIndex(316 (TerrainRenderable::getCurrentRenderLevelIndex() + 1) % 10);326 int levelIdx = (TerrainRenderable::getCurrentRenderLevelIndex() + 1) % 10; 327 TerrainRenderable::setCurrentRenderLevelIndex(levelIdx); 317 328 318 329 getRenderQueue()->clear();
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