Changeset 3073 for GTP


Ignore:
Timestamp:
10/27/08 01:12:00 (16 years ago)
Author:
mattausch
Message:

still not working!!

Location:
GTP/trunk/App/Demos/Vis/FriendlyCulling/src
Files:
4 edited

Legend:

Unmodified
Added
Removed
  • GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Bvh.cpp

    r3072 r3073  
    532532        /////////////////// 
    533533        //-- for the first time we come here => create vbo and indices 
    534  
     534/* 
    535535        if (!mIndices) 
    536536        {        
     
    544544                PrepareVertices(); 
    545545        } 
    546  
     546*/ 
    547547        /////////////// 
    548548 
    549549        int numNodes = 0; 
    550  
     550/* 
    551551        BvhNodeContainer::const_iterator nit, nit_end = nodes.end(); 
    552552 
     
    563563                numNodes += node->mNumTestNodes; 
    564564        } 
    565  
     565*/ 
    566566        return numNodes; 
    567567} 
     
    678678        BvhNodeContainer nodes; 
    679679 
    680         nodes.reserve(GetNumStaticNodes()); 
     680        nodes.reserve(GetNumNodes()); 
    681681        CollectNodes(mRoot, nodes); 
    682682 
  • GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Bvh.h

    r3072 r3073  
    735735        inline bool TerminationCriteriaMet(BvhLeaf *leaf) const; 
    736736 
    737         /** Returns number of bvh nodes. 
    738         */ 
    739         inline int GetNumStaticNodes() const { return mNumNodes; } 
    740  
    741737        void ComputeMaxDepthForVirtualLeaves(); 
    742738 
  • GTP/trunk/App/Demos/Vis/FriendlyCulling/src/RenderState.cpp

    r3068 r3073  
    311311                } 
    312312        } 
     313                        ShaderManager::GetSingleton()->DisableFragmentProfile(); 
     314                        ShaderManager::GetSingleton()->DisableVertexProfile(); 
     315 
    313316} 
    314317 
  • GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Shape.cpp

    r3072 r3073  
    2626void Shape::Render(RenderState *state) 
    2727{ 
    28         if (mMaterial)  
    29                 mMaterial->Render(state); 
     28        //if (mMaterial) mMaterial->Render(state); 
    3029        //mDepthWriteEnabled = true; 
    3130glDepthMask(GL_TRUE);   glDepthFunc(GL_LESS); 
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