Changeset 149


Ignore:
Timestamp:
06/23/05 08:05:13 (19 years ago)
Author:
mattausch
Message:

queries using item buffer

File:
1 edited

Legend:

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

    r148 r149  
    2424mDelayRenderTransparents(true), 
    2525mUseDepthPass(false), 
    26 mRenderItemBuffer(false), 
     26mRenderItemBuffer(true), 
    2727mCurrentEntityId(0), 
    2828mEnableDepthWrite(true), 
     
    554554        Real col = (Real)rend->getId() / (Real)mCurrentEntityId; 
    555555 
    556         mItemBufferPass->setAmbient(ColourValue(0, 1, 1)); 
     556        mItemBufferPass->setAmbient(ColourValue(0, col, 0)); 
    557557        //mItemBufferPass->setDiffuse(ColourValue(0, col, 0)); 
    558558    //mItemBufferPass->setSpecular(ColourValue(0, col, 0)); 
    559     //mItemBufferPass->_load(); 
    560  
     559     
    561560        // set vertex program of current pass 
    562561        if (pass->hasVertexProgram()) 
     
    612611        InitItemBufferPass(); // create material for item buffer pass 
    613612 
    614         // save shadow technique so after first pass it can be reset 
     613        // save shadow technique. It will be reset after hierarchical culling 
    615614        mSavedShadowTechnique = mShadowTechnique; 
    616615 
    617616 
    618         // set passes which should be stored in render queue for rendering afterwards 
     617        // set passes which should be stored in render queue  
     618        // for rendering after hierarchical culling 
    619619        mLeavePassesInQueue = 0; 
    620620         
    621621        if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE) 
    622622        { 
     623                // render standard solids without shadows during hierarchical culling pass 
    623624                mShadowTechnique = SHADOWTYPE_NONE; 
    624625 
     
    635636        if (mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE) 
    636637        { 
     638                // render standard solids without shadows during hierarchical culling pass 
    637639                mShadowTechnique = SHADOWTYPE_NONE; 
    638640 
     
    662664    mRenderDepthPass = mUseDepthPass; 
    663665         
    664         // set flag for skipping transparents for this rendering pass 
    665         mSkipTransparents = mUseDepthPass || (mLeavePassesInQueue &  
    666                 RenderPriorityGroup::TRANSPARENT_PASSES); 
     666        // set flag for skipping transparents in the hierarchical culling pass 
     667        mSkipTransparents = mUseDepthPass ||  
     668                (mLeavePassesInQueue & RenderPriorityGroup::TRANSPARENT_PASSES); 
    667669} 
    668670 
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