- Timestamp:
- 10/30/08 10:46:54 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling/src
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r3079 r3080 458 458 //-- load some dynamic stuff 459 459 460 /*LoadModel("hbuddha.dem", dynamicObjects);460 LoadModel("hbuddha.dem", dynamicObjects); 461 461 buddha = dynamicObjects.back(); 462 462 … … 480 480 ent->SetTransform(transform); 481 481 dynamicObjects.push_back(ent); 482 } */482 } 483 483 484 484 … … 875 875 void MainLoop() 876 876 { 877 motionPath->Move(0.3f); 877 //motionPath->Move(0.3f); 878 motionPath->Move(0.01f); 878 879 879 880 Vector3 planepos = motionPath->GetCurrentPosition(); 880 881 881 882 Matrix4x4 mat = TranslationMatrix(planepos); 882 //buddha->GetTransform()->SetMatrix(mat);883 buddha->GetTransform()->SetMatrix(mat); 883 884 884 885 Vector3 oldPos = camera->GetPosition(); … … 2044 2045 { 2045 2046 const float radius = 5.0f; 2046 const Vector3 center(48 3.398f, 242.364f, 186.078f);2047 const Vector3 center(480.398f, 268.364f, 181.3); 2047 2048 2048 2049 VertexArray vertices; 2049 2050 2050 for (int i = 0; i < 360; ++ i)2051 /*for (int i = 0; i < 360; ++ i) 2051 2052 { 2052 2053 float angle = (float)i * M_PI / 180.0f; … … 2054 2055 Vector3 offs = Vector3(cos(angle) * radius, sin(angle) * radius, 0); 2055 2056 vertices.push_back(center + offs); 2057 }*/ 2058 2059 for (int i = 0; i < 5; ++ i) 2060 { 2061 Vector3 offs = Vector3(i, 0, 0); 2062 vertices.push_back(center + offs); 2063 } 2064 2065 2066 for (int i = 0; i < 5; ++ i) 2067 { 2068 Vector3 offs = Vector3(4 -i, 0, 0); 2069 vertices.push_back(center + offs); 2056 2070 } 2057 2071 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaderenv.h
r3079 r3080 40 40 #define MAX_LOD_LEVEL 10 41 41 42 #define MIN_DEPTH_DIFF 1e- 6f42 #define MIN_DEPTH_DIFF 1e-5f 43 43 // burnout 44 44 #define WHITE_LUMINANCE 3e4f -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg
r3079 r3080 163 163 164 164 //////////////// 165 //-- calculcate the current projected depth for next frame165 //-- calculcate the current projected posiion (also used for next frame) 166 166 167 167 float4 currentPos = mul(modelViewProj, worldPos);
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