- Timestamp:
- 03/18/07 00:26:49 (17 years ago)
- File:
-
- 1 edited
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GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/src/OgreOcclusionCullingSceneManager.cpp
r2255 r2258 12 12 #include <OgreIteratorWrappers.h> 13 13 #include <OgreHeightmapTerrainPageSource.h> 14 #include "VspBspTree.h" 15 #include "Containers.h" 14 //#include "Containers.h" 16 15 #include "ViewCellsManager.h" 17 16 #include <OgreConfigFile.h> 18 17 #include "OgreTypeConverter.h" 19 18 #include "OgreMeshInstance.h" 20 #include "common.h"19 //#include "common.h" 21 20 #include "OgreBoundingBoxConverter.h" 22 21 #include <OgreManualObject.h> … … 775 774 bool onlyShadowCasters) 776 775 { 777 // clear render queue778 // fully reset it after some frames779 const bool flushQueue =780 mDeleteQueueAfterRendering && ((mCurrentFrame % mFlushRate) == 0);781 getRenderQueue()->clear(flushQueue);782 783 ++ mCurrentFrame;784 785 776 if (mShowVisualization) 786 777 { … … 790 781 PrepareVisualization(cam); 791 782 792 783 // lists only used for visualization 793 784 mVisible.clear(); 794 785 mBoxes.clear(); … … 797 788 } 798 789 799 800 mVisible.clear();801 mBoxes.clear();802 803 790 /////////// 804 791 //-- set visibility according to pvs of current view cell … … 820 807 else if (mUseDepthPass) 821 808 { 809 mVisible.clear(); 810 mBoxes.clear(); 811 812 // clear render queue before depth pass 813 getRenderQueue()->clear(); 814 822 815 // render scene once in order to fill depth buffer 823 816 RenderHierarchicalCulling(); 824 817 } 825 826 // only shadow casters will be rendered in shadow texture pass827 //if (0) mHierarchyInterface->SetOnlyShadowCasters(onlyShadowCasters);828 818 } 829 819 //----------------------------------------------------------------------- … … 838 828 } 839 829 840 //const bool flushQueue = mDeleteQueueAfterRendering && ((mCurrentFrame % mFlushRate) == 0); 841 //++ mCurrentFrame; 830 // clear render queue 831 // fully reset it after some frames 832 const bool flushQueue = 833 mDeleteQueueAfterRendering && ((mCurrentFrame % mFlushRate) == 0); 834 835 ++ mCurrentFrame; 842 836 843 837 // create material for item buffer pass … … 956 950 957 951 // remove rest from queue 958 #if 0959 952 getRenderQueue()->clear(flushQueue); 960 #endif 953 961 954 962 955 if (0) WriteLog(); // write out stats
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