Changeset 92 for trunk/VUT/work/ogre_changes/OgreMain
- Timestamp:
- 05/11/05 15:29:32 (20 years ago)
- File:
-
- 1 edited
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trunk/VUT/work/ogre_changes/OgreMain/include/OgreHardwareOcclusionQuery.h
r88 r92 96 96 * Pulls the hardware occlusion query too see if there is a result. 97 97 * @retval NumOfFragments will get the resulting number of fragments. 98 * @param waitForResult if true, the query will wait until a result is available 98 99 * @return True if success or false if not. 99 100 * @Remarks Hardware occlusion is an assyncronius process the result may take a frame or so. 100 * one idea is to test pass1 and if not vis able skip pass2. Also note that objects101 * not vis able must be tested evrey frame. Visable objects don't need testing every frame.101 * one idea is to test pass1 and if not visible skip pass2. Also note that objects 102 * not visible must be tested evrey frame. Visable objects don't need testing every frame. 102 103 * Testing non visable objects can be don unlit, no texture with low LOD object. 103 104 * 0 will generate all the levels till 1x1. [default: 0] 104 105 */ 105 virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult ) = 0; 106 106 #ifdef GTP_VISIBILITY_MODIFIED_OGRE 107 virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult ) = 0; 108 #else 109 virtual bool pullOcclusionQuery( unsigned int* NumOfFragments ) = 0; 110 #endif 107 111 /** 108 112 * Pulls the hardware occlusion query too see if there is a result. 109 113 * @retval NumOfFragments will get the resulting number of fragments. 114 * @param waitForResult if true, the query will wait until a result is available 110 115 * @return True if success or false if not. 111 116 * @Remarks In DX9 mode specifying OCCLUSIONQUERY_FLUSH as the flag, will case the driver to flush whatever API calls are batched. 112 117 * In OpenGL mode it makes no difference if you specify OCCLUSIONQUERY_FLUSH or OCCLUSIONQUERY_NOFLUSH. 113 118 */ 114 virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, 115 const HW_OCCLUSIONQUERY flag ) = 0; 116 119 #ifdef GTP_VISIBILITY_MODIFIED_OGRE 120 virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, const bool waitForResult, 121 const HW_OCCLUSIONQUERY flag ) = 0; 122 #else 123 virtual bool pullOcclusionQuery( unsigned int* NumOfFragments, 124 const HW_OCCLUSIONQUERY flag ) = 0; 125 #endif 117 126 /** 118 127 * Let's you get the last pixel count with out doing the hardware occlusion test
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