Ignore:
Timestamp:
07/06/05 11:04:25 (19 years ago)
Author:
mattausch
Message:

removed node visibility for item buffer

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/VUT/Ogre/include/OgreVisibilityTerrainSceneManager.h

    r156 r158  
    1111#include "OgrePlatformQueryManager.h" 
    1212#include "VisibilityManager.h" 
    13 #include <OgreSolidBoundingBox.h> 
    1413 
    1514 
     
    9796        */ 
    9897        void PrepareVisualization(Camera *cam); 
    99          
     98        /** Initialises necessary parameters for hierarchical visibility culling. 
     99        */ 
    100100        void InitVisibilityCulling(Camera *cam); 
    101101 
    102  
     102        /// the interface to the scene hierarchy. 
    103103        OctreeHierarchyInterface *mHierarchyInterface; 
     104        /// manages all visibility options 
    104105        GtpVisibility::VisibilityManager *mVisibilityManager; 
    105106 
     107        /// if a visualization of the hierarchical culling is shown 
    106108        bool mShowVisualization; 
     109 
     110        /// if the culled nodes are indicated in the visualization 
    107111        bool mVisualizeCulledNodes; 
    108112 
     113        /// if symbols for the nodes are shown in the visualization 
    109114        bool mRenderNodesForViz; 
     115        /// if content of the nodes is shown in the visualization 
    110116        bool mRenderNodesContentForViz; 
     117 
     118        /// if we render transparents after the hierarchical traversal 
    111119        bool mDelayRenderTransparents; 
     120 
     121        /// if we use a depth pass (i.e., fill only the depth buffer in the first pass) 
    112122        bool mUseDepthPass; 
     123        /// if we currently render the depth pass 
    113124        bool mRenderDepthPass; 
     125         
     126        /// if we use an item buffer for rendering (i.e., object ids as color codes 
     127        bool mUseItemBuffer; 
     128        /// if we currently render the item buffer  
    114129        bool mRenderItemBuffer; 
    115         bool mUseItemBuffer; 
     130 
     131        /// if depth write should be enabled 
    116132        bool mEnableDepthWrite; 
     133        /// if transparents are skipped during rendering 
    117134        bool mSkipTransparents; 
    118135 
     136        /// the depth pass (no lighting, just filling the depth buffer) 
    119137        Pass *mDepthPass; 
    120138        Pass *mItemBufferPass; 
    121139 
    122140        int mCurrentEntityId; 
    123  
     141        /// flag for passes which should not be deleted from queue during first traversal 
    124142        int mLeavePassesInQueue; 
    125143        ShadowTechnique mSavedShadowTechnique; 
    126  
    127         bool mRenderHierarchyNodes; 
    128  
    129         std::vector<SolidBoundingBox *> mSolidBoxes; 
    130144}; 
    131145 
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