- Timestamp:
- 01/15/06 04:28:12 (19 years ago)
- File:
-
- 1 edited
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trunk/VUT/GtpVisibilityPreprocessor/src/GlRenderer.cpp
r540 r541 716 716 717 717 // 4. set back to normal rendering and clear the ray termination depth buffer 718 // only rays which have non-zero entry in the origin buffer are valid since 719 // they realy start on the object surface (this can also be tagged by setting a 720 // stencil buffer bit at step 3) 721 722 //glDisable(GL_STENCIL_TEST); 723 glEnable(GL_STENCIL_TEST); 724 glStencilFunc(GL_EQUAL, 0x1, 0x1); 725 //glStencilFunc(GL_EQUAL, 0x2, 0x2); 726 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); 727 718 728 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 719 729 glColorMask(1, 1, 1, 1); 720 730 glDepthMask(1); 721 731 glEnable(GL_DEPTH_TEST); 722 glDisable(GL_STENCIL_TEST);732 //glDisable(GL_STENCIL_TEST); 723 733 glEnable(GL_CULL_FACE); 724 734 glCullFace(GL_BACK); 735 725 736 726 737 // 5. render all objects inside the beam using id based false color … … 768 779 769 780 // 6. Now we have a two depth buffers defining the ray origin and termination 770 // only rays which have non-zero entry in the origin buffer are valid since 771 // they realy start on the object surface (this can also be tagged by setting a 772 // stencil buffer bit at step 3) 773 774 glDisable(GL_STENCIL_TEST); 775 //glEnable(GL_STENCIL_TEST); 776 glStencilFunc(GL_EQUAL, 0x1, 0x1); 777 //glStencilFunc(GL_EQUAL, 0x2, 0x2); 778 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); 779 781 782 780 783 // bind depth texture 781 784 glEnable(GL_TEXTURE_2D);
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