… | |
… | |
191 | glColorMask (0, 0, 0, 0); |
191 | glColorMask (0, 0, 0, 0); |
192 | glDepthMask (1); |
192 | glDepthMask (1); |
193 | |
193 | |
194 | world.depth_pass (*this); |
194 | world.depth_pass (*this); |
195 | |
195 | |
196 | printf ("far %f cf %f CAM (%d,%d,%d)\n", z_far, c_far, orig.x, orig.y, orig.z);//D |
196 | printf ("fps %f far %f cf %f vis %d CAM (%d,%d,%d)\n", timer.fps, z_far, c_far, drawn.size (), orig.x, orig.y, orig.z);//D |
197 | break; |
197 | break; |
198 | |
198 | |
199 | case POSTDEPTH: |
199 | case POSTDEPTH: |
200 | glEnable (GL_DEPTH_TEST); |
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|
201 | glDepthRange (DEPTH_OFFSET, 1.); |
200 | glDepthRange (DEPTH_OFFSET, 1.); |
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201 | glDepthFunc (GL_LESS); |
202 | glColorMask (0, 0, 0, 0); |
202 | glColorMask (0, 0, 0, 0); |
203 | glDepthMask (0); |
203 | glDepthMask (0); |
204 | |
204 | |
205 | // check occlusion queries |
205 | // check occlusion queries |
206 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |
206 | for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i) |