- Timestamp:
- 06/23/05 08:05:13 (20 years ago)
- File:
-
- 1 edited
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trunk/VUT/Ogre/src/OgreVisibilityTerrainSceneManager.cpp
r148 r149 24 24 mDelayRenderTransparents(true), 25 25 mUseDepthPass(false), 26 mRenderItemBuffer( false),26 mRenderItemBuffer(true), 27 27 mCurrentEntityId(0), 28 28 mEnableDepthWrite(true), … … 554 554 Real col = (Real)rend->getId() / (Real)mCurrentEntityId; 555 555 556 mItemBufferPass->setAmbient(ColourValue(0, 1, 1));556 mItemBufferPass->setAmbient(ColourValue(0, col, 0)); 557 557 //mItemBufferPass->setDiffuse(ColourValue(0, col, 0)); 558 558 //mItemBufferPass->setSpecular(ColourValue(0, col, 0)); 559 //mItemBufferPass->_load(); 560 559 561 560 // set vertex program of current pass 562 561 if (pass->hasVertexProgram()) … … 612 611 InitItemBufferPass(); // create material for item buffer pass 613 612 614 // save shadow technique so after first pass it can be reset613 // save shadow technique. It will be reset after hierarchical culling 615 614 mSavedShadowTechnique = mShadowTechnique; 616 615 617 616 618 // 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 619 619 mLeavePassesInQueue = 0; 620 620 621 621 if (mShadowTechnique == SHADOWTYPE_STENCIL_ADDITIVE) 622 622 { 623 // render standard solids without shadows during hierarchical culling pass 623 624 mShadowTechnique = SHADOWTYPE_NONE; 624 625 … … 635 636 if (mShadowTechnique == SHADOWTYPE_STENCIL_MODULATIVE) 636 637 { 638 // render standard solids without shadows during hierarchical culling pass 637 639 mShadowTechnique = SHADOWTYPE_NONE; 638 640 … … 662 664 mRenderDepthPass = mUseDepthPass; 663 665 664 // set flag for skipping transparents for this rendering pass665 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); 667 669 } 668 670
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