Changeset 3044
- Timestamp:
- 10/19/08 13:42:41 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling/src
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r3043 r3044 886 886 // hack 887 887 int oldRenderMethod = renderMethod; 888 888 // for rendering the light view, we use forward rendering 889 889 if (renderLightView) 890 890 renderMethod = RenderState::FORWARD; … … 903 903 glEnable(GL_LIGHTING); 904 904 905 loader->DisableFragmentProfile();906 loader->DisableVertexProfile();907 908 905 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 909 906 … … 922 919 923 920 glDrawBuffers(1, mrt); 924 925 loader->DisableFragmentProfile();926 loader->DisableVertexProfile();927 921 928 922 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); … … 940 934 glEnable(GL_MULTISAMPLE_ARB); 941 935 942 loader->DisableFragmentProfile();943 loader->DisableVertexProfile();944 945 936 state.SetRenderPassType(RenderState::DEPTH_PASS); 946 937 … … 1024 1015 FrameBufferObject::Release(); 1025 1016 1026 loader->DisableVertexProfile();1027 loader->DisableFragmentProfile();1017 //loader->DisableVertexProfile(); 1018 //loader->DisableFragmentProfile(); 1028 1019 1029 1020 if (!ssaoShader) ssaoShader = … … 1866 1857 void RenderSky() 1867 1858 { 1868 loader->EnableVertexProfile();1869 loader->EnableFragmentProfile();1859 //loader->EnableVertexProfile(); 1860 //loader->EnableFragmentProfile(); 1870 1861 1871 1862 if ((renderMethod == RENDER_DEFERRED) || (renderMethod == RENDER_DEPTH_PASS_DEFERRED)) … … 1878 1869 preetham->RenderSkyDome(-light->GetDirection(), camera, &state, !useToneMapping); 1879 1870 1880 loader->DisableVertexProfile(); 1881 loader->DisableFragmentProfile(); 1871 state.Reset(); 1882 1872 } 1883 1873 … … 1890 1880 if (showShadowMap && !renderLightView) 1891 1881 { 1882 state.Reset(); 1883 1892 1884 float minVisibleDist = min(camera->GetFar(), traverser->GetMaxVisibleDistance()); 1893 1885 RenderShadowMap(minVisibleDist); -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/treeanimation.cg
r3041 r3044 43 43 const float pos = (minMaxPos.x - IN.position.z) / (minMaxPos.x - minMaxPos.y); 44 44 45 float factor = pos * windStrength * sin(timer * frequency);45 float factor = pos * pos * windStrength * sin(timer * frequency); 46 46 47 47 // transform the vertex position into post projection space
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