… | |
… | |
206 | glDepthMask (1); |
206 | glDepthMask (1); |
207 | glDisable (GL_DEPTH_CLAMP_NV); |
207 | glDisable (GL_DEPTH_CLAMP_NV); |
208 | |
208 | |
209 | world.detect_visibility (*this); |
209 | world.detect_visibility (*this); |
210 | |
210 | |
211 | printf ("fps %f NF %f:%f vis %d CAM (%d,%d,%d)\n", timer.fps, z_near, z_far, drawn.size (), orig.x, orig.y, orig.z);//D |
|
|
212 | break; |
211 | break; |
213 | |
212 | |
214 | case POSTDEPTH: |
213 | case POSTDEPTH: |
215 | glDepthRange (0., 1. - DEPTH_OFFSET); |
214 | glDepthRange (0., 1. - DEPTH_OFFSET); |
216 | glDepthFunc (GL_LESS); |
215 | glDepthFunc (GL_LESS); |
… | |
… | |
241 | } |
240 | } |
242 | |
241 | |
243 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
242 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
244 | (*i)->display (*this); |
243 | (*i)->display (*this); |
245 | |
244 | |
|
|
245 | if (pass == LIGHTED) |
|
|
246 | printf ("fps %f NF %f:%f vis %d CAM (%d,%d,%d)\n", timer.fps, z_near, z_far, drawn.size (), orig.x, orig.y, orig.z);//D |
|
|
247 | |
246 | drawn.clear (); |
248 | drawn.clear (); |
247 | |
249 | |
248 | #if 0 |
250 | #if 0 |
249 | if (pass == view::DEPTH) |
251 | if (pass == view::DEPTH) |
250 | { |
252 | { |