- Timestamp:
- 05/08/06 06:55:17 (18 years ago)
- File:
-
- 1 edited
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GTP/trunk/Lib/Vis/OnlineCullingCHC/OGRE/src/OgreVisibilityTerrainSceneManager.cpp
r903 r925 341 341 setSpecialCaseRenderQueueMode(SceneManager::SCRQM_EXCLUDE); 342 342 343 343 344 // set all necessary parameters for 344 345 // hierarchical visibility culling and rendering 345 346 InitVisibilityCulling(mCameraInProgress); 347 346 348 347 349 /** … … 389 391 // HACK: set the new render level index, important to avoid cracks 390 392 // in terrain caused by LOD 391 TerrainRenderable::NextRenderLevelIndex();393 //TerrainRenderable::NextRenderLevelIndex(); 392 394 393 395 // reset ambient light … … 395 397 396 398 getRenderQueue()->clear(); // finally clear render queue 397 if ( 0) OGRE_DELETE(mRenderQueue); // HACK: should rather only be cleared ...399 if (1) OGRE_DELETE(mRenderQueue); // HACK: should rather only be cleared ... 398 400 399 401 if (0) WriteLog(); // write out stats … … 547 549 } 548 550 //----------------------------------------------------------------------- 549 void VisibilityTerrainSceneManager::renderObjects( 550 const QueuedRenderableCollection& objs, 551 QueuedRenderableCollection::OrganisationMode om, 552 bool doLightIteration, const LightList* manualLightList) 553 { 554 // for correct rendering, transparents must be rendered after hierarchical culling 555 // => do nothing 556 if (NORMAL_RENDER_HACK || !mSkipTransparents) 557 { 558 SceneManager::renderObjects(objs, om, doLightIteration, manualLightList); 559 } 551 //----------------------------------------------------------------------- 552 void VisibilityTerrainSceneManager::renderBasicQueueGroupObjects(RenderQueueGroup* pGroup, 553 QueuedRenderableCollection::OrganisationMode om) 554 { 555 // Basic render loop 556 // Iterate through priorities 557 RenderQueueGroup::PriorityMapIterator groupIt = pGroup->getIterator(); 558 559 while (groupIt.hasMoreElements()) 560 { 561 RenderPriorityGroup* pPriorityGrp = groupIt.getNext(); 562 563 // Sort the queue first 564 pPriorityGrp->sort(mCameraInProgress); 565 566 // Do solids 567 renderObjects(pPriorityGrp->getSolidsBasic(), om, true); 568 569 // for correct rendering, transparents must be rendered after hierarchical culling 570 // => do nothing 571 572 // Do transparents (always descending) 573 if (NORMAL_RENDER_HACK || !mSkipTransparents) 574 { 575 renderObjects(pPriorityGrp->getTransparents(), 576 QueuedRenderableCollection::OM_SORT_DESCENDING, true); 577 } 578 579 580 }// for each priority 560 581 } 561 582 //-----------------------------------------------------------------------
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