… | |
… | |
170 | vislist.clear (); |
170 | vislist.clear (); |
171 | } |
171 | } |
172 | |
172 | |
173 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
173 | #define DEPTH_OFFSET (1. / (GLdouble)(1L << 16)) |
174 | |
174 | |
175 | void view::pass (enum mode m) |
175 | void view::render (enum pass p) |
176 | { |
176 | { |
177 | mode = m; |
177 | pass = p; |
178 | |
178 | |
179 | glDisable (GL_ALPHA_TEST); |
179 | glDisable (GL_ALPHA_TEST); |
180 | glDisable (GL_BLEND); |
180 | glDisable (GL_BLEND); |
181 | |
181 | |
182 | switch (mode) |
182 | switch (pass) |
183 | { |
183 | { |
184 | case DEPTH: |
184 | case DEPTH: |
185 | //glEnable (GL_POLYGON_OFFSET_FILL); |
185 | //glEnable (GL_POLYGON_OFFSET_FILL); |
186 | //glPolygonOffset (0, 5); |
186 | //glPolygonOffset (0, 5); |
187 | glDisable (GL_MINMAX); |
187 | glDisable (GL_MINMAX); |
… | |
… | |
212 | occ_queries.clear (); |
212 | occ_queries.clear (); |
213 | |
213 | |
214 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
214 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
215 | (*i)->display (*this); |
215 | (*i)->display (*this); |
216 | |
216 | |
217 | drawn.clear (); |
|
|
218 | |
|
|
219 | break; |
217 | break; |
220 | |
218 | |
221 | case LIGHTED: |
219 | case LIGHTED: |
222 | glEnable (GL_MINMAX); |
220 | glEnable (GL_MINMAX); |
223 | glDepthRange (0., 1. - DEPTH_OFFSET); |
221 | glDepthRange (0., 1. - DEPTH_OFFSET); |
… | |
… | |
226 | glDepthMask (0); |
224 | glDepthMask (0); |
227 | |
225 | |
228 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
226 | for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) |
229 | (*i)->display (*this); |
227 | (*i)->display (*this); |
230 | |
228 | |
231 | drawn.clear (); |
|
|
232 | |
|
|
233 | break; |
229 | break; |
234 | } |
230 | } |
235 | |
231 | |
|
|
232 | drawn.clear (); |
|
|
233 | |
236 | #if 0 |
234 | #if 0 |
237 | if (mode == view::DEPTH) |
235 | if (pass == view::DEPTH) |
238 | { |
236 | { |
239 | glEnable (GL_DEPTH_CLAMP_NV); |
237 | glEnable (GL_DEPTH_CLAMP_NV); |
240 | glDepthMask (0); |
238 | glDepthMask (0); |
241 | glDepthFunc (GL_LESS); |
239 | glDepthFunc (GL_LESS); |
242 | |
240 | |