Ignore:
Timestamp:
02/23/07 13:54:56 (17 years ago)
Author:
mattausch
Message:
 
File:
1 edited

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  • GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/src/OgreOcclusionCullingSceneManager.cpp

    r2160 r2161  
    18171817        return false; 
    18181818} 
    1819  
    1820  
    1821 #if 0 
     1819//----------------------------------------------------------------------- 
    18221820void OcclusionCullingSceneManager::RenderDepthPass() 
    18231821{ 
     1822        // create material for depth pass 
     1823        InitDepthPass(); 
     1824 
    18241825        //////////////////// 
    18251826        //-- hierarchical culling 
    1826  
    1827         // exclude these queues from hierarchical rendering 
    1828         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); 
    18341827 
    18351828        // set all necessary parameters for  
     
    18501843        // all which are not in mLeavePassesInQueue) 
    18511844        _deleteRenderedQueueGroups(mLeavePassesInQueue); 
    1852  
    1853         ///////////// 
    1854         //-- reset parameters needed for special rendering 
    1855                  
    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 objects 
    1865         //-- used for depth pass, transparents, overlay 
    1866     clearSpecialCaseRenderQueues(); 
    1867  
    1868         // the shaded geometry is rendered in a second pass 
    1869         // add visible nodes found by the visibility culling algorithm 
    1870         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 #endif 
    1879 void OcclusionCullingSceneManager::RenderDepthPass() 
    1880 { 
    1881         InitDepthPass(); // create material for depth pass 
    1882  
    1883         //////////////////// 
    1884         //-- hierarchical culling 
    1885  
    1886         // set all necessary parameters for  
    1887         // hierarchical visibility culling and rendering 
    1888         InitVisibilityCulling(mCameraInProgress); 
    1889  
    1890  
    1891         /**  
    1892         * the hierarchical culling algorithm 
    1893         * for depth pass: we just find objects and update depth buffer 
    1894         * for "delayed" rendering: we render some passes afterwards 
    1895         * e.g., transparents, because they need front-to-back sorting 
    1896         **/ 
    1897                  
    1898         mVisibilityManager->ApplyVisibilityCulling(); 
    1899  
    1900         // delete remaining renderables from queue 
    1901         //_deleteRenderedQueueGroups(); 
    1902         getRenderQueue()->clear(); 
    19031845 
    19041846        ///////////// 
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