Changeset 148 for trunk/VUT/Ogre


Ignore:
Timestamp:
06/23/05 00:56:37 (19 years ago)
Author:
mattausch
Message:

fixed

assumed visibility

File:
1 edited

Legend:

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

    r147 r148  
    223223        else 
    224224        {        
    225                 // if not the shadow pass we interleave identification  
     225                // for hierarchical culling, we interleave identification  
    226226                // and rendering of objects in _renderVisibibleObjects 
     227 
     228                // only for the shadow pass we use standard rendering 
    227229                if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&  
    228230                        mIlluminationStage == IRS_RENDER_TO_TEXTURE) 
     
    242244void VisibilityTerrainSceneManager::_renderVisibleObjects() 
    243245{ 
    244         // visualization: apply standard rendering 
    245         if (mShowVisualization) 
     246        // visualization or shadow pass: apply standard rendering 
     247        if (mShowVisualization || (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&  
     248                mIlluminationStage == IRS_RENDER_TO_TEXTURE)) 
    246249        {        
    247250                IlluminationRenderStage savedStage = mIlluminationStage;  
    248251         
    249                 // disable illumination stage so we have no shadow rendering 
    250                 mIlluminationStage = IRS_NONE; 
    251          
     252                if (mShowVisualization)  
     253                        // disable illumination stage so we have no shadows in visualization 
     254                        mIlluminationStage = IRS_NONE; 
     255 
     256                // standard rendering for shadow maps because of performance 
    252257                TerrainSceneManager::_renderVisibleObjects(); 
    253258 
    254259                mIlluminationStage = savedStage; 
    255260        } 
    256         // normal rendering for shadow maps because of performance 
    257         else if (mShadowTechnique == SHADOWTYPE_TEXTURE_MODULATIVE &&  
    258                          mIlluminationStage == IRS_RENDER_TO_TEXTURE) 
    259         { 
    260                 TerrainSceneManager::_renderVisibleObjects(); 
    261         } 
    262         else 
     261        else // the hierarchical culling algorithm 
    263262        { 
    264263                //-- hierarchical culling 
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