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