- Timestamp:
- 09/30/08 00:32:16 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling/src
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/ResourceManager.cpp
r2980 r2981 164 164 str.read(reinterpret_cast<char *>(&texId), sizeof(int)); 165 165 166 if ( texId >= 0)166 if (0)//texId >= 0) 167 167 mat->SetTexture(mTextureTable[texId]); 168 168 … … 182 182 str.read(reinterpret_cast<char *>(&mat->mEmmisiveColor), sizeof(Vector3)); 183 183 str.read(reinterpret_cast<char *>(&mat->mSpecularColor), sizeof(Vector3)); 184 185 mat->mAmbientColor = RandomColor(); 186 mat->mDiffuseColor = RgbaColor(0,0,0,1); 184 187 } 185 188 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/ResourceManager.h
r2948 r2981 60 60 ShapeContainer mShapes; 61 61 62 62 63 //////// 63 64 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/SkyPreetham.cpp
r2971 r2981 76 76 cgGLLoadProgram(sCgMrtFragmentSkyDomeProgram); 77 77 78 /*sMaxDepthParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "maxDepth"); 79 Material::sDiffuseParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "diffuse"); 80 Material::sAmbientParam = cgGetNamedParameter(RenderState::sCgMrtFragmentProgram, "ambient"); 81 78 /* 82 79 cgGLSetParameter1f(sMaxDepthParam, MAX_DEPTH_CONST / farDist); 83 80 */ … … 91 88 mSkyDome(skyDome), 92 89 mTurbidity(turbitity) 93 // 90 //, mSunQuad(NULL) 94 91 { 95 92 CreateSunQuad(); … … 283 280 284 281 // downscale ambient color 285 //ambient *= 5e-5f; 286 ambient *= 1e-1f; 282 if (1) 283 ambient *= 5e-5f; 284 else 285 ambient *= 1e-1f; 287 286 288 287 // simulate the sun intensity by modulating the ambient term. … … 321 320 322 321 // Calculate final sun diffuse color. 323 diffuse = color * 3e-1f; 322 if (1) 323 diffuse = color * 1.7e-4f; 324 else 325 diffuse = color * 3e-1f; 326 324 327 diffuse *= (2.0f - 1.0f * DotProd(sunDir, Vector3::UNIT_Z())); 325 //diffuse = color;326 328 327 329 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r2980 r2981 658 658 // the diffuse color buffer 659 659 fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST); 660 661 660 // the positions buffer 662 661 fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST); 663 664 662 // the normals buffer 665 663 fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_16, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST); 666 667 664 // another color buffer 668 665 fbo->AddColorBuffer(ColorBufferObject::BUFFER_FLOAT_32, ColorBufferObject::WRAP_CLAMP_TO_EDGE, ColorBufferObject::FILTER_NEAREST, ColorBufferObject::FILTER_NEAREST); … … 1138 1135 //traverser->RenderScene(); 1139 1136 1140 /*1141 state.Reset();1142 aeroplane->Render(&state);1143 */1144 1145 1137 #if 0 1146 1138 SceneEntityContainer::const_iterator sit, sit_end = sceneEntities.end(); … … 1155 1147 renderQueue->Enqueue(*sit); 1156 1148 #endif 1149 1157 1150 renderQueue->Apply(); 1158 1151 }
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