Changeset 147 for trunk/VUT/Ogre/src
- Timestamp:
- 06/22/05 18:35:55 (19 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
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();
Note: See TracChangeset
for help on using the changeset viewer.