Changeset 865 for GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include
- Timestamp:
- 04/30/06 15:31:04 (19 years ago)
- 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 9 9 10 10 #include "OgreOctreeHierarchyInterface.h" 11 #include "OgrePlatformQueryManager.h" 11 12 #include "VisibilityManager.h" 12 13 … … 67 68 */ 68 69 bool validatePassForRendering(Pass* pass); 69 70 /** This function renders renderables using false color ids. 71 */ 70 72 void RenderItemBuffer(RenderPriorityGroup* pGroup); 73 /** Renders a single object using false color id. 74 */ 71 75 void RenderSingleObjectForItemBuffer(Renderable *rend, Pass *pass); 76 /** Overritten from scene manager to include the false color id rendering of the 77 scene objects. 78 */ 72 79 void renderQueueGroupObjects(RenderQueueGroup* pGroup); 73 80 74 81 /** Override from SceneManager so that sub entities can be assigned an id for item buffer. 75 82 */ 76 //Entity* createEntity(const String& entityName, const String& meshName);83 Entity* createEntity(const String& entityName, const String& meshName); 77 84 78 85 /** Returns pointer to visibility manager. … … 85 92 86 93 void renderAdditiveStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup); 94 /** Override this because we must handle shadows differently. 95 */ 87 96 void renderModulativeStencilShadowedQueueGroupObjects(RenderQueueGroup* pGroup); 88 97 … … 122 131 bool mRenderNodesContentForViz; 123 132 124 /// render transparents after the hierarchical traversal133 /// if we render transparents after the hierarchical traversal 125 134 bool mDelayRenderTransparents; 126 135 127 /// 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) 128 137 bool mUseDepthPass; 129 /// flag indicating if we currently renderthe depth pass138 /// if we currently rendering the depth pass 130 139 bool mIsDepthPassPhase; 131 140 … … 155 164 156 165 bool mIsHierarchicalCulling; 166 167 std::ofstream mDummyLog; 157 168 }; 158 169 -
GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/include/OgreVisibilityTerrainSceneManager.h
r726 r865 11 11 #include "OgrePlatformQueryManager.h" 12 12 #include "VisibilityManager.h" 13 13 14 14 15 namespace Ogre { … … 55 56 virtual void renderObjects(const RenderPriorityGroup::TransparentRenderablePassList& objs, 56 57 bool doLightIteration, const LightList* manualLightList = 0); 58 57 59 /** Writes out stats into the Ogre log file. 58 60 */ 59 61 void WriteLog(); 60 62 61 /** We override this because we want to includethe z-fail pass.63 /** Override pass so we can do the z-fail pass. 62 64 */ 63 65 Pass* setPass(Pass* pass); 66 64 67 /** Override from SceneManager so we can skip all but first pass for depth pass. 65 68 */ … … 114 117 void InitVisibilityCulling(Camera *cam); 115 118 119 120 116 121 /// the interface to the scene hierarchy. 117 122 OctreeHierarchyInterface *mHierarchyInterface; … … 156 161 int mLeavePassesInQueue; 157 162 163 158 164 /// if transparent object are considered for item buffer visibility 159 165 bool mRenderTransparentsForItemBuffer;
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