Ignore:
Timestamp:
04/30/06 15:31:04 (18 years ago)
Author:
mattausch
Message:

fixed uint bug

Location:
GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include
Files:
2 edited

Legend:

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

    r863 r865  
    99 
    1010#include "OgreOctreeHierarchyInterface.h" 
     11#include "OgrePlatformQueryManager.h" 
    1112#include "VisibilityManager.h" 
    1213 
     
    6768        */ 
    6869        bool validatePassForRendering(Pass* pass); 
    69  
     70        /** This function renders renderables using false color ids. 
     71        */ 
    7072        void RenderItemBuffer(RenderPriorityGroup* pGroup); 
     73        /** Renders a single object using false color id. 
     74        */ 
    7175        void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass); 
     76        /** Overritten from scene manager to include the false color id rendering of the 
     77                scene objects. 
     78        */ 
    7279        void renderQueueGroupObjects(RenderQueueGroup* pGroup); 
    7380 
    7481        /** Override from SceneManager so that sub entities can be assigned an id for item buffer. 
    7582        */ 
    76         //Entity* createEntity(const String& entityName, const String& meshName); 
     83        Entity* createEntity(const String& entityName, const String& meshName); 
    7784 
    7885        /** Returns pointer to visibility manager. 
     
    8592 
    8693        void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup); 
     94        /** Override this because we must handle shadows differently. 
     95        */ 
    8796        void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup); 
    8897 
     
    122131        bool mRenderNodesContentForViz; 
    123132 
    124         /// render transparents after the hierarchical traversal 
     133        /// if we render transparents after the hierarchical traversal 
    125134        bool mDelayRenderTransparents; 
    126135 
    127         /// use a depth pass (i.e., fill only the depth buffer in the first pass) 
     136        /// if we use a depth pass (i.e., fill only the depth buffer in the first pass) 
    128137        bool mUseDepthPass; 
    129         /// flag indicating if we currently render the depth pass 
     138        /// if we currently rendering the depth pass 
    130139        bool mIsDepthPassPhase; 
    131140 
     
    155164 
    156165        bool mIsHierarchicalCulling; 
     166 
     167        std::ofstream mDummyLog; 
    157168}; 
    158169 
  • GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgreVisibilityTerrainSceneManager.h

    r726 r865  
    1111#include "OgrePlatformQueryManager.h" 
    1212#include "VisibilityManager.h" 
     13 
    1314 
    1415namespace Ogre { 
     
    5556        virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs,  
    5657            bool doLightIteration, const LightList* manualLightList = 0); 
     58 
    5759        /** Writes out stats into the Ogre log file. 
    5860        */ 
    5961        void WriteLog(); 
    6062 
    61         /** We override this because we want to include the z-fail pass.  
     63        /** Override pass so we can do the z-fail pass.  
    6264        */ 
    6365        Pass* setPass(Pass* pass); 
     66 
    6467        /** Override from SceneManager so we can skip all but first pass for depth pass.  
    6568        */ 
     
    114117        void InitVisibilityCulling(Camera *cam); 
    115118 
     119 
     120 
    116121        /// the interface to the scene hierarchy. 
    117122        OctreeHierarchyInterface *mHierarchyInterface; 
     
    156161        int mLeavePassesInQueue; 
    157162 
     163 
    158164        /// if transparent object are considered for item buffer visibility 
    159165        bool mRenderTransparentsForItemBuffer; 
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