- Timestamp:
- 07/21/08 03:12:51 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/SceneQuery.cpp
r2838 r2848 7 7 #include <IL/il.h> 8 8 #include <assert.h> 9 #include "RenderTexture.h"9 //#include "RenderTexture.h" 10 10 11 11 12 12 using namespace std; 13 13 14 static int texWidth = 2048;15 static int texHeight = 2048;14 const static int texWidth = 2048; 15 const static int texHeight = 2048; 16 16 17 17 … … 107 107 { 108 108 // temporal smoothing of depth values 109 const float x = 0.5f;109 const float x = .5f; 110 110 depth = d * x + depth * (1.0f - x); 111 111 … … 131 131 132 132 orthoCam->SetNear(0.0f); 133 orthoCam->Yaw( -M_PI * 0.5f);133 orthoCam->Yaw(M_PI * 0.5f); 134 134 135 135 Vector3 pos = Vector3(mSceneBox.Center().x, mSceneBox.Center().y, mSceneBox.Max().z); … … 165 165 glPushMatrix(); 166 166 167 glOrtho( -xlen, xlen, -ylen,ylen, 0.0f, mSceneBox.Size().z);167 glOrtho(+xlen, -xlen, ylen, -ylen, 0.0f, mSceneBox.Size().z); 168 168 169 169 glMatrixMode(GL_MODELVIEW); … … 185 185 186 186 GrabDepthBuffer(mDepth, depthTexture); 187 //ExportDepthBuffer(mDepth);188 //PrintGLerror("grab");187 ExportDepthBuffer(mDepth); 188 PrintGLerror("grab"); 189 189 190 190 DEL_PTR(depthTexture);
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