Exemplo n.º 1
0
void CGameView::BeginFrame()
{
	if (m->LockCullCamera == false)
	{
		// Set up cull camera
		m->CullCamera = m->ViewCamera;
	}
	g_Renderer.SetSceneCamera(m->ViewCamera, m->CullCamera);

	CheckLightEnv();

	m->Game->CachePlayerColors();
}
Exemplo n.º 2
0
void CGameView::BeginFrame()
{
	if (m->LockCullCamera == false)
	{
		// Set up cull camera
		m->CullCamera = m->ViewCamera;

		// One way to fix shadows popping in at the edge of the screen is to widen the culling frustum so that
		// objects aren't culled as early. The downside is that objects will get rendered even though they appear
		// off screen, which is somewhat inefficient. A better solution would be to decouple shadow map rendering
		// from model rendering; as it is now, a shadow map is only rendered if its associated model is to be
		// rendered.
		// (See http://trac.wildfiregames.com/ticket/504)
		m->CullCamera.SetProjection(m->ViewNear, m->ViewFar, GetCullFOV());
		m->CullCamera.UpdateFrustum();
	}
	g_Renderer.SetSceneCamera(m->ViewCamera, m->CullCamera);

	CheckLightEnv();

	m->Game->CachePlayerColours();
}