Changeset 657 for OGRE/trunk/ogre_changes/RenderSystems/GL/include
- Timestamp:
- 02/20/06 19:06:03 (19 years ago)
- Location:
- OGRE/trunk/ogre_changes/RenderSystems/GL/include
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
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OGRE/trunk/ogre_changes/RenderSystems/GL/include/OgreGLHardwareOcclusionQuery.h
r343 r657 53 53 54 54 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered 55 // if the first pass result et has too few pixels visable.55 // if the first pass result has too few pixels visible. 56 56 57 // Be sure to render all occl luder first and whats out so the RenderQue don't switch places on57 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on 58 58 // the occluding objects and the tested objects because it thinks it's more effective.. 59 59 … … 64 64 * 65 65 * @author Lee Sandberg email: lee@abcmedia.se 66 * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr 66 67 */ 67 68 … … 91 92 unsigned int getLastQuerysPixelcount() { return mPixelCount; } 92 93 93 // This functions are optional, it's a simple filter that simply skip ps some hardware occlusion tests on visable objects only94 // It's easy to use if you don't have to keep track on which objects are vis able (can be skipped) and what objects arn't visable..95 // (None vis able objects and object you introduce for the first time have allways to be tested allthough the cheepest possible96 // LOD (Level Of Detail) mesh and material wi ze).94 // This functions are optional, it's a simple filter that simply skips some hardware occlusion tests on visible objects only 95 // It's easy to use if you don't have to keep track on which objects are visible (can be skipped) and what objects arn't visible.. 96 // (None visible objects and object you introduce for the first time have always to be tested although the cheapest possible 97 // LOD (Level Of Detail) mesh and material wise). 97 98 98 99 /** 99 100 * 100 101 * Remarks This function allows you to set how often the hardware occlusion really sent to the driver 101 * if you set it to 0 every h w occlusion test is acctually made. If you set it to 2 only 50% of your queries are sent.102 * for all vis able objects. 3 will result in 33% of all queries to acctualy be sent and so on.103 * New and none vis able objects will be tested all the time.104 * This functionality is here because this class can keep track on vis able and none visable objects for you.102 * if you set it to 0 every hardware occlusion test is actually made. If you set it to 2 only 50% of your queries are sent. 103 * for all visible objects. 3 will result in 33% of all queries to actually be sent and so on. 104 * New and none visible objects will be tested all the time. 105 * This functionality is here because this class can keep track on visible and none visible objects for you. 105 106 * Once you you set the SkipRate for any hardware occlusion instance it effects all others. 106 107 */ 107 108 108 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.109 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. 109 110 int getSkipRate() { return mSkipInterval; } 110 111 -
OGRE/trunk/ogre_changes/RenderSystems/GL/include/OgreGLTexture.h
r153 r657 46 46 virtual ~GLTexture(); 47 47 48 /// @copydoc Texture::createInternalResources49 void createInternalResources(void);50 48 void loadImage( const Image& img ); 51 49 void createRenderTexture(); … … 61 59 62 60 protected: 61 /// @copydoc Texture::createInternalResourcesImpl 62 void createInternalResourcesImpl(void); 63 63 /// @copydoc Resource::loadImpl 64 64 void loadImpl(void); 65 /// @copydoc Resource:: unloadImpl66 void unloadImpl(void);65 /// @copydoc Resource::freeInternalResourcesImpl 66 void freeInternalResourcesImpl(void); 67 67 68 68 /** internal method, create GLHardwarePixelBuffers for every face and
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