Changeset 657 for OGRE/trunk/ogre_changes/RenderSystems/Direct3D9/include
- Timestamp:
- 02/20/06 19:06:03 (19 years ago)
- Location:
- OGRE/trunk/ogre_changes/RenderSystems/Direct3D9/include
- Files:
-
- 2 edited
Legend:
- Unmodified
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OGRE/trunk/ogre_changes/RenderSystems/Direct3D9/include/OgreD3D9HardwareOcclusionQuery.h
r115 r657 34 34 35 35 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 36 // if the first pass result ethas too few pixels visible.36 // if the first pass results has too few pixels visible. 37 37 38 // Be sure to render all occlluder first and whats out so the RenderQue don't switch places on38 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on 39 39 // the occluding objects and the tested objects because it thinks it's more effective.. 40 40 … … 46 46 * 47 47 * Updated on 12/7/2004 by Chris McGuirk 48 * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr 48 49 */ 49 50 class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery … … 73 74 bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH); 74 75 unsigned int getLastQuerysPixelcount() { return mPixelCount; } 76 bool isStillOutstanding(void); 75 77 76 78 // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only … … 82 84 * 83 85 * Remarks This function allows you to set how often the hardware occlusion query is sent to the driver 84 * if you set it to 0 every hw occlusion test is acctually made. If you set it to 1 only the half of your queries are sent85 * 2 will result in 25% of all queries to acctualy be sent.86 * if you set it to 0 every hardware occlusion test is actually made. If you set it to 1 only the half of your queries are sent 87 * 2 will result in 25% of all queries to factually be sent. 86 88 * This functionality is here because this class can keep track on visible and none visible objects for you. 87 89 * Once you you set the SkipRate for any hardware occlusion instance it effects all others. 88 90 */ 89 91 90 void setSkipRate( int skip ) { mSkipInterval = skip; } // Using 2 only 50 % of the tests are actu lly made and 3 results in only 33% of the tests. So on.92 void setSkipRate( int skip ) { mSkipInterval = skip; } // Using 2 only 50 % of the tests are actually made and 3 results in only 33% of the tests. So on. 91 93 int getSkipRate() { return mSkipInterval; } 92 94 … … 105 107 int mSkipInterval; 106 108 bool mHasOcclusionSupport; 109 bool mIsQueryResultStillOutstanding; 107 110 }; 108 111 -
OGRE/trunk/ogre_changes/RenderSystems/Direct3D9/include/OgreD3D9Texture.h
r193 r657 68 68 /// device capabilities pointer 69 69 D3DCAPS9 mDevCaps; 70 // Auto-generated mipmaps?71 bool mAutoGenMipmaps;72 70 // Dynamic textures? 73 71 bool mDynamicTextures; … … 95 93 D3DFORMAT _chooseD3DFormat(); 96 94 97 /// internal method, free D3D9 resources 98 void _freeResources(); 95 /// @copydoc Texture::createInternalResourcesImpl 96 void createInternalResourcesImpl(void); 97 /// free internal resources 98 void freeInternalResourcesImpl(void); 99 99 /// internal method, set Texture class source image protected attributes 100 100 void _setSrcAttributes(unsigned long width, unsigned long height, unsigned long depth, PixelFormat format); … … 116 116 /// internal method, create D3D9HardwarePixelBuffers for every face and 117 117 /// mipmap level. This method must be called after the D3D texture object was created 118 void _createSurfaceList( bool updateOldList=false);118 void _createSurfaceList(void); 119 119 120 120 /// overriden from Resource 121 121 void loadImpl(); 122 /// overriden from Resource123 void unloadImpl();124 122 public: 125 123 /// constructor … … 135 133 void loadImage( const Image &img ); 136 134 137 /// @copydoc Texture::createInternalResources138 void createInternalResources(void);139 135 140 136 /// @copydoc Texture::getBuffer
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