Ignore:
Timestamp:
04/04/06 23:55:38 (18 years ago)
Author:
mattausch
Message:

improved performance of TerrainSceneManager?
revisit octreescenemanager

File:
1 edited

Legend:

Unmodified
Added
Removed
  • GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgreVisibilityTerrainSceneManager.h

    r347 r726  
    1111#include "OgrePlatformQueryManager.h" 
    1212#include "VisibilityManager.h" 
    13  
    1413 
    1514namespace Ogre { 
     
    5655        virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,  
    5756            bool doLightIteration, const LightList* manualLightList = 0); 
    58  
    5957        /** Writes out stats into the Ogre log file. 
    6058        */ 
    6159        void WriteLog(); 
    6260 
    63         /** Override pass so we can do the z-fail pass.  
     61        /** We override this because we want to include the z-fail pass.  
    6462        */ 
    6563        Pass* setPass(Pass* pass); 
    66  
    6764        /** Override from SceneManager so we can skip all but first pass for depth pass.  
    6865        */ 
    6966        bool validatePassForRendering(Pass* pass); 
    70  
     67        /** This function renders renderables using false color ids. 
     68        */ 
    7169        void RenderItemBuffer(RenderPriorityGroup* pGroup); 
     70        /** Renders a single object using false color id. 
     71        */ 
    7272        void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass); 
     73        /** Overritten from scene manager to include the false color id rendering of the 
     74                scene objects. 
     75        */ 
    7376        void renderQueueGroupObjects(RenderQueueGroup* pGroup); 
    7477 
     
    8992        void endFrame(); 
    9093 
     94        /** Override this because we must handle shadows differently. 
     95        */ 
    9196        void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup); 
     97        /** Override this because we must handle shadows differently. 
     98        */ 
    9299        void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup); 
    93  
    94         /** Override standard function so octree boxes are always of equal side length. 
    95                 This has advantages for CHC, because terrain tiles are in different octree nodes 
    96                 and can be culled. 
    97         */ 
    98         void setWorldGeometry( const String& filename ); 
    99100 
    100101protected: 
     
    161162 
    162163        bool mIsHierarchicalCulling; 
     164 
     165        std::ofstream mDummyLog; 
    163166}; 
    164167 
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