Further work on Occlusion Culling. Most of work is complete, just debugging
required now.
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@@ -77,22 +77,7 @@ class SG_EXPORT CullingSet : public Referenced
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/** Compute the pixel of an bounding sphere.*/
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float pixelSize(const BoundingSphere& bs) const { return bs.radius()/(bs.center()*_pixelSizeVector); }
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inline void disableOccluder(NodePath& nodePath)
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{
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for(OccluderList::iterator itr=_occluderList.begin();
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itr!=_occluderList.end();
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++itr)
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{
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if (itr->getNodePath()==nodePath)
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{
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// we have trapped for the case an occlude potentially occluding itself,
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// to prevent this we disable the results mask so that no subsequnt
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// when the next pushCurrentMask calls happens this occluder is switched off.
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itr->disableResultMasks();
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}
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}
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}
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void disableOccluder(NodePath& nodePath);
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inline bool isCulled(const std::vector<Vec3>& vertices)
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{
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