Changeset 2893 for GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
- Timestamp:
- 09/02/08 00:56:48 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r2892 r2893 443 443 sceneQuery = new SceneQuery(bvh->GetBox(), traverser); 444 444 445 light = new Light(Vector3(0, 0, -1), RgbaColor(1, 1, 1, 1)); 446 447 shadowMapping = new ShadowMapping(bvh->GetBox(), 512); 445 Vector3 lightDir = Normalize(Vector3(0, 1, -1)); 446 light = new Light(lightDir, RgbaColor(1, 1, 1, 1)); 447 448 shadowMapping = new ShadowMapping(bvh->GetBox(), 4096); 448 449 449 450 // frame time is restarted every frame … … 962 963 glEnableClientState(GL_NORMAL_ARRAY); 963 964 964 965 965 966 // reset depth pass and render visible objects 966 967 if (renderType == RenderState::DEPTH_PASS) … … 969 970 RenderVisibleObjects(); 970 971 } 971 972 972 973 973 974 /////////////// 974 975 //-- render sky 975 976 977 // q: should we render sky after deferred shading? (would conveniently solves some issues) 978 // (e.g, skys without shadows) 979 976 980 RenderSky(); 977 978 state.Reset(); 979 980 glDisableClientState(GL_VERTEX_ARRAY); 981 glDisableClientState(GL_NORMAL_ARRAY); 981 982 982 983 983 … … 997 997 else 998 998 { 999 if (!deferredShader) deferredShader = new DeferredShader(texWidth, texHeight );999 if (!deferredShader) deferredShader = new DeferredShader(texWidth, texHeight, myfar / 10.0f); 1000 1000 1001 1001 //deferredShader->Render(fbo); … … 1003 1003 } 1004 1004 } 1005 1006 1005 1006 1007 state.SetRenderType(RenderState::FIXED); 1008 state.Reset(); 1009 1010 1011 glDisableClientState(GL_VERTEX_ARRAY); 1012 glDisableClientState(GL_NORMAL_ARRAY); 1013 1014 1015 1007 1016 /////////// 1008 1017 1009 state.SetRenderType(RenderState::FIXED);1010 1018 1011 1019 if (showAlgorithmTime)
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