Ignore:
Timestamp:
05/01/05 23:29:27 (20 years ago)
Author:
mattausch
Message:

added support for release mode

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/VUT/work/ogre_changes/OgreMain/include/OgreSceneManager.h

    r61 r74  
    130130                */ 
    131131                void _renderSceneNode( Camera *cam, SceneNode *node ); 
    132                  
    133132                /** deletes all queues which we were currently processing 
    134133                        @remark clears renderqueue after rendering scene node 
    135134                */ 
    136135                void _deleteRenderedQueueGroups(); 
    137          
    138                  
    139                 void myrenderSingleObject(Renderable* rend, Pass* pass, bool doLightIteration,  
    140             const LightList* manualLightList = 0) 
    141                 { 
    142                         setPass(pass); 
    143                         renderSingleObject(rend, pass, doLightIteration, manualLightList);} 
    144  
     136                /** Internal method used by _renderVisibleObjects to deal with renderables 
     137            which override the camera's own view / projection materices.  
     138                        @remark made public by matt  
     139                */ 
     140        void useRenderableViewProjMode(Renderable* pRend); 
     141                /** Method for setting up the renderstate for a rendering pass. 
     142            @param 
     143                pass The Pass details to set. 
     144            @returns 
     145                A Pass object that was used instead of the one passed in, can 
     146                happen when rendering shadow passes 
     147                        @remark made public by matt 
     148        */ 
     149        virtual Pass* setPass(Pass* pass); 
    145150#endif // GTP_VISIBILITY_MODIFIED_OGRE 
    146                 /** Internal method used by _renderVisibleObjects to deal with renderables 
    147             which override the camera's own view / projection materices. made 
    148                         public by matt */ 
    149         void useRenderableViewProjMode(Renderable* pRend); 
    150                  
     151 
    151152    protected: 
    152153 
     
    250251        /** Retrieves the internal render queue. */ 
    251252        virtual RenderQueue* getRenderQueue(void); 
     253#ifndef GTP_VISIBILITY_MODIFIED_OGRE // made public, is found in the modfified section 
    252254        /** Internal method for setting up the renderstate for a rendering pass. 
    253255            @param 
     
    258260        */ 
    259261        virtual Pass* setPass(Pass* pass); 
     262#endif 
    260263        /// A pass designed to let us render shadow colour on white for texture shadows 
    261264        Pass* mShadowCasterPlainBlackPass; 
     
    332335        AnimationList mAnimationsList; 
    333336        AnimationStateSet mAnimationStates; 
    334  
     337#ifndef GTP_VISIBILITY_MODIFIED_OGRE // made public, is found in the modfified section 
     338        /** Internal method used by _renderVisibleObjects to deal with renderables 
     339            which override the camera's own view / projection materices. */ 
     340        void useRenderableViewProjMode(Renderable* pRend); 
     341#endif 
    335342        /// Controller flag for determining if we need to set view/proj matrices 
    336343        bool mCamChanged; 
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