Fixed render tests for near frustum tessellation

This commit is contained in:
Michaël Lemaire 2015-12-18 00:41:22 +01:00
parent f2d38f7165
commit 351a58f69b

View file

@ -199,12 +199,16 @@ static void testGodRays() {
static void testNearFrustum() { static void testNearFrustum() {
Scenery scenery; Scenery scenery;
scenery.autoPreset(3); scenery.autoPreset(3);
scenery.getClouds()->clear();
scenery.getCamera()->setLocation(Vector3(0.0, 0.0, 0.0)); scenery.getCamera()->setLocation(Vector3(0.0, 0.0, 0.0));
scenery.getCamera()->setTarget(Vector3(1.0, 0.0, 1.0)); scenery.getCamera()->setTarget(Vector3(1.0, 0.0, 1.0));
scenery.getTerrain()->propWaterHeight()->setValue(5.0);
scenery.keepCameraAboveGround(scenery.getCamera());
SoftwareCanvasRenderer renderer(&scenery); SoftwareCanvasRenderer renderer(&scenery);
renderer.setSize(400, 300); renderer.setSize(400, 300);
renderer.setQuality(0.1); renderer.setQuality(0.1);
renderer.enablePostprocess(false); renderer.enablePostprocess(false);
startTestRender(&renderer, "near_frustum_good_raw"); startTestRender(&renderer, "near_frustum_good_raw");
renderer.enablePostprocess(true); renderer.enablePostprocess(true);