Ignore:
Timestamp:
03/30/07 11:58:04 (18 years ago)
Author:
szirmay
Message:
 
Location:
GTP/trunk/Lib/Illum/IllumModule/OgreIllumModule
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • GTP/trunk/Lib/Illum/IllumModule/OgreIllumModule/include/RenderTechniques/OgreIllumVolumeRenderTechnique.h

    r2240 r2302  
    2525                @param illumTextureResolution           the resolution of the light volume texture 
    2626                @param textureDepth                                     the number of layers to use (should be set to 1) 
    27                 @param illumTexID                                       the id of the texture unit state the resulting illumevolume should be bound to 
     27                @param illumTexID                                       the id of the texture unit state the resulting illum volume should be bound to 
    2828                @param useDistCalc                                      flag to skip updates if the shaded particle system is far away (not used) 
    2929                @param materialName                                     the name of the material that is used while rendering the light volume 
  • GTP/trunk/Lib/Illum/IllumModule/OgreIllumModule/src/RenderingRuns/OgreSceneCameraDepthRenderingRun.cpp

    r1670 r2302  
    4343{ 
    4444         
    45         setMaterialForVisibles(String("GameTools/SceneCameraDepthShader"), playerCamera, false, true); 
     45        setMaterialForVisibles(String("GTP/Basic/CameraDepth"), playerCamera, false, true); 
    4646         
    4747        RenderTarget* rt = depthTexture->getBuffer().getPointer()->getRenderTarget(); 
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