Changeset 541 for trunk/VUT


Ignore:
Timestamp:
01/15/06 04:28:12 (19 years ago)
Author:
mattausch
Message:
 
File:
1 edited

Legend:

Unmodified
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Removed
  • trunk/VUT/GtpVisibilityPreprocessor/src/GlRenderer.cpp

    r540 r541  
    716716 
    717717        // 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 
    718728        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
    719729        glColorMask(1, 1, 1, 1); 
    720730        glDepthMask(1); 
    721731        glEnable(GL_DEPTH_TEST); 
    722         glDisable(GL_STENCIL_TEST);      
     732        //glDisable(GL_STENCIL_TEST);    
    723733        glEnable(GL_CULL_FACE); 
    724734        glCullFace(GL_BACK); 
     735 
    725736 
    726737        // 5. render all objects inside the beam using id based false color 
     
    768779         
    769780    // 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         
    780783        // bind depth texture 
    781784        glEnable(GL_TEXTURE_2D); 
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