Ignore:
Timestamp:
05/11/05 15:29:32 (19 years ago)
Author:
mattausch
Message:

exchanged halfbounding box with full bounding box

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/VUT/work/ogre_changes/OgreMain/include/OgreHardwareOcclusionQuery.h

    r88 r92  
    9696      * Pulls the hardware occlusion query too see if there is a result. 
    9797      * @retval NumOfFragments will get the resulting number of fragments. 
     98          * @param waitForResult if true, the query will wait until a result is available 
    9899      * @return True if success or false if not. 
    99100          * @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 visable skip pass2. Also note that objects 
    101           *                     not visable 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. 
    102103          *                     Testing non visable objects can be don unlit, no texture with low LOD object. 
    103104          *        0 will generate all the levels till 1x1. [default: 0] 
    104105      */ 
    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 
    107111        /** 
    108112      * Pulls the hardware occlusion query too see if there is a result. 
    109113      * @retval NumOfFragments will get the resulting number of fragments. 
     114          * @param waitForResult if true, the query will wait until a result is available 
    110115      * @return True if success or false if not. 
    111116          * @Remarks In DX9 mode specifying OCCLUSIONQUERY_FLUSH as the flag, will case the driver to flush whatever API calls are batched. 
    112117          * In OpenGL mode it makes no difference if you specify OCCLUSIONQUERY_FLUSH or OCCLUSIONQUERY_NOFLUSH. 
    113118      */ 
    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 
    117126        /** 
    118127          * Let's you get the last pixel count with out doing the hardware occlusion test 
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