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Comparing libgender/view.C (file contents):
Revision 1.88 by root, Mon Jul 18 04:28:40 2005 UTC vs.
Revision 1.89 by root, Tue Aug 9 23:58:43 2005 UTC

4 4
5#include "view.h" 5#include "view.h"
6#include "oct.h" 6#include "oct.h"
7#include "material.h" 7#include "material.h"
8 8
9#include "entity.h"
10
9using namespace gl; 11using namespace gl;
12
13skybox *world_skybox;
10 14
11pass_data pass_depth (0, DEPTH); 15pass_data pass_depth (0, DEPTH);
12pass_data pass_postdepth (0, POSTDEPTH); 16pass_data pass_postdepth (0, POSTDEPTH);
13 17
14vector<GLuint> occ_query_objects; 18vector<GLuint> occ_query_objects;
240 this->pass = &pass; 244 this->pass = &pass;
241 245
242 switch (pass.type) 246 switch (pass.type)
243 { 247 {
244 case DEPTH: 248 case DEPTH:
245 glColorMask (1, 1, 1, 1);
246 glDepthMask (1);
247 glDisable (GL_BLEND);
248
249 //glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
250 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
251
252 //glEnable (GL_STENCIL_TEST); // for depth-passes
253 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
254 //glStencilFunc (GL_LESS, 1, 255);
255
256 //glEnable (GL_POLYGON_OFFSET_FILL);
257 //glPolygonOffset (0, 5);
258 glEnable (GL_CULL_FACE); 249 glEnable (GL_CULL_FACE);
259 glDisable (GL_MINMAX); 250 glDisable (GL_MINMAX);
260 glDepthRange (DEPTH_OFFSET, 1.); 251 glDepthRange (DEPTH_OFFSET, 1.);
261 glDepthFunc (GL_LESS); 252 glDepthFunc (GL_LESS);
253 glColorMask (1, 1, 1, 1);
254 glDisable (GL_BLEND);
255 glDepthMask (1);
256
257 glClear (GL_DEPTH_BUFFER_BIT | (world_skybox ? 0 : GL_COLOR_BUFFER_BIT));
258
259 //glEnable (GL_STENCIL_TEST); // for depth-passes
260 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
261 //glStencilFunc (GL_LESS, 1, 255);
262
263 //glEnable (GL_POLYGON_OFFSET_FILL);
264 //glPolygonOffset (0, 5);
262 glEnable (GL_DEPTH_TEST); 265 glEnable (GL_DEPTH_TEST);
263 glColorMask (0, 0, 0, 0); 266 glColorMask (0, 0, 0, 0);
264 267
265 world.detect_visibility (*this); 268 world.detect_visibility (*this);
266 269
317 glDepthRange (0., 1. - DEPTH_OFFSET); 320 glDepthRange (0., 1. - DEPTH_OFFSET);
318 glDepthFunc (GL_LESS); 321 glDepthFunc (GL_LESS);
319 glColorMask (1, 1, 1, 1); 322 glColorMask (1, 1, 1, 1);
320 glDepthMask (0); 323 glDepthMask (0);
321 324
325 if (world_skybox)
326 {
327 glDisable (GL_DEPTH_TEST);
328 world_skybox->draw (*this);//
329 glEnable (GL_DEPTH_TEST);
330 }
331
322 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 332 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
323 (*i)->draw_lighted (*this); 333 (*i)->draw_lighted (*this);
324 334
325 first_lighted = false; 335 first_lighted = false;
326 336

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