Ignore:
Timestamp:
02/20/06 19:06:03 (18 years ago)
Author:
mattausch
Message:

added ogre dependencies and patched ogre sources

File:
1 edited

Legend:

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  • 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 
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