- Timestamp:
- 07/06/05 11:04:25 (19 years ago)
- File:
-
- 1 edited
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trunk/VUT/Ogre/include/OgreVisibilityTerrainSceneManager.h
r156 r158 11 11 #include "OgrePlatformQueryManager.h" 12 12 #include "VisibilityManager.h" 13 #include <OgreSolidBoundingBox.h>14 13 15 14 … … 97 96 */ 98 97 void PrepareVisualization(Camera *cam); 99 98 /** Initialises necessary parameters for hierarchical visibility culling. 99 */ 100 100 void InitVisibilityCulling(Camera *cam); 101 101 102 102 /// the interface to the scene hierarchy. 103 103 OctreeHierarchyInterface *mHierarchyInterface; 104 /// manages all visibility options 104 105 GtpVisibility::VisibilityManager *mVisibilityManager; 105 106 107 /// if a visualization of the hierarchical culling is shown 106 108 bool mShowVisualization; 109 110 /// if the culled nodes are indicated in the visualization 107 111 bool mVisualizeCulledNodes; 108 112 113 /// if symbols for the nodes are shown in the visualization 109 114 bool mRenderNodesForViz; 115 /// if content of the nodes is shown in the visualization 110 116 bool mRenderNodesContentForViz; 117 118 /// if we render transparents after the hierarchical traversal 111 119 bool mDelayRenderTransparents; 120 121 /// if we use a depth pass (i.e., fill only the depth buffer in the first pass) 112 122 bool mUseDepthPass; 123 /// if we currently render the depth pass 113 124 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 114 129 bool mRenderItemBuffer; 115 bool mUseItemBuffer; 130 131 /// if depth write should be enabled 116 132 bool mEnableDepthWrite; 133 /// if transparents are skipped during rendering 117 134 bool mSkipTransparents; 118 135 136 /// the depth pass (no lighting, just filling the depth buffer) 119 137 Pass *mDepthPass; 120 138 Pass *mItemBufferPass; 121 139 122 140 int mCurrentEntityId; 123 141 /// flag for passes which should not be deleted from queue during first traversal 124 142 int mLeavePassesInQueue; 125 143 ShadowTechnique mSavedShadowTechnique; 126 127 bool mRenderHierarchyNodes;128 129 std::vector<SolidBoundingBox *> mSolidBoxes;130 144 }; 131 145
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