source: branches/VUT/0.3/Ogre/src/OgrePlatformOcclusionQuery.cpp @ 115

Revision 115, 1.1 KB checked in by mattausch, 19 years ago (diff)

added depth pass algorithm + delayed transparent object rendering (so depth ordering is right)

Line 
1#include "OgrePlatformOcclusionQuery.h"
2#include <OgreLogManager.h>
3
4namespace Ogre {
5
6//-----------------------------------------------------------------------
7PlatformOcclusionQuery::PlatformOcclusionQuery(RenderSystem *rsys)
8{
9        mHardwareOcclusionQuery = rsys->createHardwareOcclusionQuery();
10}
11//-----------------------------------------------------------------------
12PlatformOcclusionQuery::~PlatformOcclusionQuery()
13{
14        delete mHardwareOcclusionQuery;
15}
16//-----------------------------------------------------------------------
17void PlatformOcclusionQuery::BeginQuery()
18{
19        mHardwareOcclusionQuery->beginOcclusionQuery();
20}
21//-----------------------------------------------------------------------
22void PlatformOcclusionQuery::EndQuery()
23{
24        mHardwareOcclusionQuery->endOcclusionQuery();
25}
26//-----------------------------------------------------------------------
27bool PlatformOcclusionQuery::GetQueryResult(unsigned int &visiblePixels,
28                                                                                        const bool waitForResult) const
29{
30        return mHardwareOcclusionQuery->pullOcclusionQuery(&visiblePixels, waitForResult);
31}
32
33} // namespace Ogre
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