Now iterating through the octree rather than the scene graph structure during render, in preparation for occlusion culling

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4084
This commit is contained in:
kearwood
2012-08-30 19:31:38 +00:00
parent 99b6d6771d
commit cee504408a
7 changed files with 59 additions and 7 deletions

View File

@@ -66,6 +66,8 @@ public:
void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
void render(KROctreeNode *pOctreeNode, KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
#endif
KRBoundingVolume getExtents(KRContext *pContext);