Occlusion testing implementation in progress
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4083
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@@ -117,9 +117,9 @@ float KRLight::getDecayStart() {
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#if TARGET_OS_IPHONE
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void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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bool KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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bool bRendered = KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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if(renderPass == KRNode::RENDER_PASS_FLARES) {
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if(m_flareTexture.size() && m_flareSize > 0.0f) {
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@@ -169,6 +169,8 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &f
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}
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}
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return bRendered || true;
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}
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#endif
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