Ignore:
Timestamp:
02/20/06 19:06:03 (19 years ago)
Author:
mattausch
Message:

added ogre dependencies and patched ogre sources

Location:
OGRE/trunk/ogre_changes/RenderSystems/Direct3D9/include
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • OGRE/trunk/ogre_changes/RenderSystems/Direct3D9/include/OgreD3D9HardwareOcclusionQuery.h

    r115 r657  
    3434 
    3535// 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 resultet has too few pixels visible. 
     36        // if the first pass results has too few pixels visible. 
    3737 
    38 // Be sure to render all occlluder first and whats out so the RenderQue don't switch places on  
     38        // Be sure to render all occluder first and whats out so the RenderQue don't switch places on  
    3939// the occluding objects and the tested objects because it thinks it's more effective.. 
    4040 
     
    4646        * 
    4747        * Updated on 12/7/2004 by Chris McGuirk 
     48        * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr 
    4849  */ 
    4950class D3D9HardwareOcclusionQuery : public HardwareOcclusionQuery 
     
    7374                bool pullOcclusionQuery( unsigned int* NumOfFragments, const HW_OCCLUSIONQUERY flag = HWOCCLUSIONQUERY_FLUSH); 
    7475                unsigned int getLastQuerysPixelcount() { return mPixelCount; } 
     76        bool isStillOutstanding(void); 
    7577 
    7678                // These functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only 
     
    8284          *    
    8385                * 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 sent  
    85                 * 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.  
    8688                * This functionality is here because this class can keep track on visible and none visible objects for you. 
    8789          * Once you you set the SkipRate for any hardware occlusion instance it effects all others. 
    8890          */ 
    8991 
    90                 void setSkipRate( int skip ) { mSkipInterval = skip; }                  // Using 2 only 50 % of the tests are actully 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. 
    9193                int      getSkipRate() { return mSkipInterval; }  
    9294 
     
    105107                int                                     mSkipInterval; 
    106108                bool                            mHasOcclusionSupport; 
     109                bool                            mIsQueryResultStillOutstanding; 
    107110}; 
    108111 
  • OGRE/trunk/ogre_changes/RenderSystems/Direct3D9/include/OgreD3D9Texture.h

    r193 r657  
    6868                /// device capabilities pointer 
    6969                D3DCAPS9                                                mDevCaps; 
    70         // Auto-generated mipmaps? 
    71         bool                            mAutoGenMipmaps; 
    7270                // Dynamic textures? 
    7371                bool                            mDynamicTextures; 
     
    9593                D3DFORMAT _chooseD3DFormat(); 
    9694 
    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); 
    9999                /// internal method, set Texture class source image protected attributes 
    100100                void _setSrcAttributes(unsigned long width, unsigned long height, unsigned long depth, PixelFormat format); 
     
    116116                /// internal method, create D3D9HardwarePixelBuffers for every face and 
    117117                /// mipmap level. This method must be called after the D3D texture object was created 
    118                 void _createSurfaceList(bool updateOldList=false); 
     118                void _createSurfaceList(void); 
    119119 
    120120        /// overriden from Resource 
    121121        void loadImpl(); 
    122         /// overriden from Resource 
    123         void unloadImpl(); 
    124122        public: 
    125123                /// constructor  
     
    135133                void loadImage( const Image &img ); 
    136134 
    137         /// @copydoc Texture::createInternalResources 
    138         void createInternalResources(void); 
    139135 
    140136                /// @copydoc Texture::getBuffer 
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