Improved "near_frustum" render test
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2 changed files with 9 additions and 1 deletions
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@ -16,6 +16,7 @@
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#include "LightingManager.h"
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#include "LightingManager.h"
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#include "LightFilter.h"
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#include "LightFilter.h"
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#include "GodRaysSampler.h"
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#include "GodRaysSampler.h"
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#include "Rasterizer.h"
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#include <sstream>
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#include <sstream>
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@ -207,7 +208,10 @@ static void testNearFrustum()
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SoftwareCanvasRenderer renderer(&scenery);
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SoftwareCanvasRenderer renderer(&scenery);
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renderer.setSize(400, 300);
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renderer.setSize(400, 300);
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renderer.setQuality(0.1);
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renderer.setQuality(0.1);
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startTestRender(&renderer, "near_frustum");
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startTestRender(&renderer, "near_frustum_good");
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renderer.getWaterRasterizer()->setAutoCutLimit(1000.0);
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startTestRender(&renderer, "near_frustum_bad");
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}
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}
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static void testCloudsNearGround()
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static void testCloudsNearGround()
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@ -26,6 +26,10 @@ public:
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inline RenderProgress *getProgressHelper() const {return progress;}
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inline RenderProgress *getProgressHelper() const {return progress;}
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inline bool isFinished() const {return finished;}
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inline bool isFinished() const {return finished;}
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inline Rasterizer *getSkyRasterizer() const {return rasterizers[0];}
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inline Rasterizer *getWaterRasterizer() const {return rasterizers[1];}
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inline Rasterizer *getTerrainRasterizer() const {return rasterizers[2];}
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virtual void setQuality(double factor) override;
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virtual void setQuality(double factor) override;
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/**
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/**
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