Ignore:
Timestamp:
10/19/08 02:07:36 (16 years ago)
Author:
mattausch
Message:
 
File:
1 edited

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  • GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp

    r3041 r3043  
    112112enum RenderMethod 
    113113{ 
    114         RENDER_FIXED, 
     114        RENDER_FORWARD, 
    115115        RENDER_DEPTH_PASS, 
    116116        RENDER_DEFERRED, 
     
    120120 
    121121/// one of four possible render methods 
    122 int renderMethod = RENDER_FIXED; 
     122int renderMethod = RENDER_FORWARD; 
    123123 
    124124 
     
    485485        visualization = new Visualization(bvh, camera, NULL, &state); 
    486486         
    487         state.SetRenderPassType(RenderState::FIXED); 
     487        state.SetRenderPassType(RenderState::FORWARD); 
    488488 
    489489        // frame time is restarted every frame 
    490490        frameTimer.Start(); 
    491  
    492491        // the rendering loop 
    493492        glutMainLoop(); 
    494  
    495493        // clean up 
    496494        CleanUp(); 
     
    870868        } 
    871869         
     870        GPUProgramParameters::InitFrame(); 
    872871 
    873872 
     
    889888 
    890889        if (renderLightView) 
    891                 renderMethod = RenderState::FIXED; 
     890                renderMethod = RenderState::FORWARD; 
    892891 
    893892        glEnableClientState(GL_VERTEX_ARRAY); 
     
    897896        switch (renderMethod) 
    898897        { 
    899         case RENDER_FIXED: 
     898        case RENDER_FORWARD: 
    900899         
    901900                glEnable(GL_MULTISAMPLE_ARB); 
    902901                 
    903                 state.SetRenderPassType(RenderState::FIXED); 
     902                state.SetRenderPassType(RenderState::FORWARD); 
    904903                glEnable(GL_LIGHTING); 
    905904 
     
    10531052 
    10541053 
    1055         state.SetRenderPassType(RenderState::FIXED); 
     1054        state.SetRenderPassType(RenderState::FORWARD); 
    10561055        state.Reset(); 
    10571056 
     
    19041903        { 
    19051904                glEnable(GL_LIGHTING); 
    1906                 state.SetRenderPassType(RenderState::FIXED); 
     1905                state.SetRenderPassType(RenderState::FORWARD); 
    19071906                state.Reset(); 
    19081907        } 
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