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/GL/include
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • OGRE/trunk/ogre_changes/RenderSystems/GL/include/OgreGLHardwareOcclusionQuery.h

    r343 r657  
    5353 
    5454// 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 resultet has too few pixels visable. 
     55// if the first pass result has too few pixels visible. 
    5656 
    57 // Be sure to render all occlluder first and whats out so the RenderQue don't switch places on  
     57// Be sure to render all occluder first and whats out so the RenderQue don't switch places on  
    5858// the occluding objects and the tested objects because it thinks it's more effective.. 
    5959 
     
    6464  * 
    6565  * @author Lee Sandberg email: lee@abcmedia.se 
     66  * Updated on 4/8/2005 by Tuan Kuranes email: tuan.kuranes@free.fr 
    6667  */ 
    6768 
     
    9192        unsigned int getLastQuerysPixelcount() { return mPixelCount; } 
    9293 
    93         // This functions are optional, it's a simple filter that simply skipps some hardware occlusion tests on visable objects only 
    94         // It's easy to use if you don't have to keep track on which objects are visable (can be skipped) and what objects arn't visable.. 
    95         // (None visable objects and object you introduce for the first time have allways to be tested allthough the cheepest possible  
    96         // LOD (Level Of Detail) mesh and material wize).  
     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).  
    9798 
    9899        /** 
    99100          *    
    100101          * 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 hw occlusion test is acctually made. If you set it to 2 only 50% of your queries are sent.  
    102           * for all visable objects. 3 will result in 33% of all queries to acctualy be sent and so on.  
    103           * New and none visable objects will be tested all the time. 
    104           * This functionality is here because this class can keep track on visable 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. 
    105106          * Once you you set the SkipRate for any hardware occlusion instance it effects all others. 
    106107          */ 
    107108 
    108         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. 
     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. 
    109110        int      getSkipRate() { return mSkipInterval; }  
    110111 
  • OGRE/trunk/ogre_changes/RenderSystems/GL/include/OgreGLTexture.h

    r153 r657  
    4646        virtual ~GLTexture();       
    4747 
    48         /// @copydoc Texture::createInternalResources 
    49         void createInternalResources(void); 
    5048                void loadImage( const Image& img ); 
    5149        void createRenderTexture(); 
     
    6159 
    6260    protected: 
     61                /// @copydoc Texture::createInternalResourcesImpl 
     62                void createInternalResourcesImpl(void); 
    6363        /// @copydoc Resource::loadImpl 
    6464        void loadImpl(void); 
    65         /// @copydoc Resource::unloadImpl 
    66         void unloadImpl(void); 
     65        /// @copydoc Resource::freeInternalResourcesImpl 
     66        void freeInternalResourcesImpl(void); 
    6767 
    6868                /** internal method, create GLHardwarePixelBuffers for every face and 
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