… | |
… | |
90 | |
90 | |
91 | reset_projection (); |
91 | reset_projection (); |
92 | |
92 | |
93 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
93 | for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) |
94 | ; |
94 | ; |
|
|
95 | |
95 | farlist.clear (); |
96 | farlist.clear (); |
96 | |
97 | |
97 | // check occlusion queries here |
98 | // check occlusion queries here |
98 | #if 0 |
99 | #if 0 |
99 | for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
100 | for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i) |
… | |
… | |
141 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
142 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
142 | (*i)->display (*this); |
143 | (*i)->display (*this); |
143 | |
144 | |
144 | drawn.clear (); |
145 | drawn.clear (); |
145 | |
146 | |
146 | if (mode == view::LIGHTED) |
147 | if (mode == view::DEPTH || 1) |
147 | { |
148 | { |
148 | glEnable (GL_DEPTH_CLAMP_NV); |
149 | glEnable (GL_DEPTH_CLAMP_NV); |
149 | glDepthFunc (GL_LESS); |
150 | glDepthFunc (GL_LESS); |
|
|
151 | if (1) glDepthFunc (GL_LEQUAL); |
150 | glEnable (GL_COLOR_MATERIAL); |
152 | glEnable (GL_COLOR_MATERIAL); |
151 | glDisable (GL_LIGHTING); |
153 | glDisable (GL_LIGHTING); |
152 | #if 1 |
|
|
153 | cgGLDisableProfile (vsh_profile); |
154 | cgGLDisableProfile (vsh_profile); |
154 | cgGLDisableProfile (fsh_profile); |
155 | cgGLDisableProfile (fsh_profile); |
155 | #endif |
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|
156 | glShadeModel (GL_FLAT); |
156 | glShadeModel (GL_FLAT); |
157 | |
157 | |
158 | #if 0 |
158 | #if 0 |
159 | static int count; count++; |
159 | static int count; count++; |
160 | if (farlist.size ()) |
160 | if (farlist.size ()) |