Changeset 9448 for code/branches/shaders/src/orxonox/graphics/LensFlare.h
- Timestamp:
- Nov 14, 2012, 9:16:18 PM (11 years ago)
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- 1 edited
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code/branches/shaders/src/orxonox/graphics/LensFlare.h
r9445 r9448 40 40 #include "OgreBillboardSet.h" 41 41 42 #include "core/GraphicsManager.h" 42 43 #include "util/Math.h" 43 44 #include "worldentities/StaticEntity.h" … … 54 55 David 'davidsa' Salvisberg 55 56 */ 57 //TODO: The Hardware Occlusion only works properly for a single Flare on the screen, 58 // if we have multiple strong lights it'll become way more complicated to determine how much of every object is occluded individually 59 // there's below a 100 render queue groups, so maybe we should take turns for each object to be tested, so we only have one of the objects rendered at a time 60 // obviously we shouldn't use too much of these effects anyways, since they use a lot of performance, so not sure whether it's worth implementing a solution that works for multiple lens flares on screen 56 61 class _OrxonoxExport LensFlare : public StaticEntity, public Tickable 57 62 { … … 59 64 LensFlare(BaseObject* creator); 60 65 virtual ~LensFlare(); 66 67 inline void setScale(float scale) 68 { this->scale_=scale; } 69 inline float getScale() 70 { return this->scale_; } 61 71 62 72 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); … … 72 82 73 83 void updateBillboardPositions(); 84 85 Billboard* occlusionBillboard_; 86 unsigned int cameraDistance_; 87 float scale_; 74 88 }; 75 89 }
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