Changeset 2161 for GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE
- Timestamp:
- 02/23/07 13:54:56 (18 years ago)
- File:
-
- 1 edited
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GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/src/OgreOcclusionCullingSceneManager.cpp
r2160 r2161 1817 1817 return false; 1818 1818 } 1819 1820 1821 #if 0 1819 //----------------------------------------------------------------------- 1822 1820 void OcclusionCullingSceneManager::RenderDepthPass() 1823 1821 { 1822 // create material for depth pass 1823 InitDepthPass(); 1824 1824 1825 //////////////////// 1825 1826 //-- hierarchical culling 1826 1827 // exclude these queues from hierarchical rendering1828 clearSpecialCaseRenderQueues();1829 addSpecialCaseRenderQueue(RENDER_QUEUE_BACKGROUND);1830 addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_EARLY);1831 addSpecialCaseRenderQueue(RENDER_QUEUE_SKIES_LATE);1832 addSpecialCaseRenderQueue(RENDER_QUEUE_OVERLAY);1833 setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE);1834 1827 1835 1828 // set all necessary parameters for … … 1850 1843 // all which are not in mLeavePassesInQueue) 1851 1844 _deleteRenderedQueueGroups(mLeavePassesInQueue); 1852 1853 /////////////1854 //-- reset parameters needed for special rendering1855 1856 mIsDepthPassPhase = false;1857 mIsItemBufferPhase = false;1858 mSkipTransparents = false;1859 mIsHierarchicalCulling = false;1860 1861 mLeavePassesInQueue = 0;1862 1863 /////////////1864 //-- now we can render all remaining queue objects1865 //-- used for depth pass, transparents, overlay1866 clearSpecialCaseRenderQueues();1867 1868 // the shaded geometry is rendered in a second pass1869 // add visible nodes found by the visibility culling algorithm1870 NodeList::const_iterator it, it_end = mVisible.end();1871 1872 if(1)1873 for (it = mVisible.begin(); it != it_end; ++ it)1874 {1875 (*it)->_addToRenderQueue(mCameraInProgress, getRenderQueue(), false);1876 }1877 }1878 #endif1879 void OcclusionCullingSceneManager::RenderDepthPass()1880 {1881 InitDepthPass(); // create material for depth pass1882 1883 ////////////////////1884 //-- hierarchical culling1885 1886 // set all necessary parameters for1887 // hierarchical visibility culling and rendering1888 InitVisibilityCulling(mCameraInProgress);1889 1890 1891 /**1892 * the hierarchical culling algorithm1893 * for depth pass: we just find objects and update depth buffer1894 * for "delayed" rendering: we render some passes afterwards1895 * e.g., transparents, because they need front-to-back sorting1896 **/1897 1898 mVisibilityManager->ApplyVisibilityCulling();1899 1900 // delete remaining renderables from queue1901 //_deleteRenderedQueueGroups();1902 getRenderQueue()->clear();1903 1845 1904 1846 /////////////
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