source: trunk/VUT/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)

RevLine 
[59]1#include "OgrePlatformOcclusionQuery.h"
[115]2#include <OgreLogManager.h>
[96]3
[59]4namespace Ogre {
5
6//-----------------------------------------------------------------------
7PlatformOcclusionQuery::PlatformOcclusionQuery(RenderSystem *rsys)
8{
9        mHardwareOcclusionQuery = rsys->createHardwareOcclusionQuery();
10}
11//-----------------------------------------------------------------------
12PlatformOcclusionQuery::~PlatformOcclusionQuery()
13{
14        delete mHardwareOcclusionQuery;
15}
16//-----------------------------------------------------------------------
[87]17void PlatformOcclusionQuery::BeginQuery()
[59]18{
19        mHardwareOcclusionQuery->beginOcclusionQuery();
20}
21//-----------------------------------------------------------------------
[87]22void PlatformOcclusionQuery::EndQuery()
[59]23{
24        mHardwareOcclusionQuery->endOcclusionQuery();
25}
26//-----------------------------------------------------------------------
[86]27bool PlatformOcclusionQuery::GetQueryResult(unsigned int &visiblePixels,
28                                                                                        const bool waitForResult) const
[59]29{
[86]30        return mHardwareOcclusionQuery->pullOcclusionQuery(&visiblePixels, waitForResult);
[59]31}
32
33} // namespace Ogre
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