#include <OgreHardwareOcclusionQuery.h>
Inheritance diagram for Ogre::HardwareOcclusionQuery:
Public Member Functions | |
HardwareOcclusionQuery () | |
Default object constructor. | |
virtual | ~HardwareOcclusionQuery () |
Object destructor. | |
virtual void | beginOcclusionQuery ()=0 |
Starts the hardware occlusion query Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object OcclusionQuery* m_pOcclusionQuery; createOcclusionQuery( &m_pOcclusionQuery ); In the rendering loop: Draw all occluders m_pOcclusionQuery->startOcclusionQuery(); Draw the polygons to be tested m_pOcclusionQuery->endOcclusionQuery();. | |
virtual void | endOcclusionQuery ()=0 |
Ends the hardware occlusion test. | |
virtual bool | pullOcclusionQuery (unsigned int *NumOfFragments)=0 |
Pulls the hardware occlusion query too see if there is a result. | |
unsigned int | getLastQuerysPixelcount () const |
Let's you get the last pixel count with out doing the hardware occlusion test. | |
virtual bool | HardwareOcclusionQuery::isStillOutstanding (void)=0 |
Lets you know when query is done, or still be processed by the Hardware. | |
Protected Attributes | |
unsigned int | mPixelCount |
bool | mIsQueryResultStillOutstanding |
Definition at line 42 of file OgreHardwareOcclusionQuery.h.
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Default object constructor.
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Object destructor.
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Starts the hardware occlusion query Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object OcclusionQuery* m_pOcclusionQuery; createOcclusionQuery( &m_pOcclusionQuery ); In the rendering loop: Draw all occluders m_pOcclusionQuery->startOcclusionQuery(); Draw the polygons to be tested m_pOcclusionQuery->endOcclusionQuery();. Results must be pulled using: UINT m_uintNumberOfPixelsVisable; pullOcclusionQuery( &m_dwNumberOfPixelsVisable ); Implemented in Ogre::D3D9HardwareOcclusionQuery, and Ogre::GLHardwareOcclusionQuery. |
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Ends the hardware occlusion test.
Implemented in Ogre::D3D9HardwareOcclusionQuery, and Ogre::GLHardwareOcclusionQuery. |
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Let's you get the last pixel count with out doing the hardware occlusion test.
Definition at line 98 of file OgreHardwareOcclusionQuery.h. |
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Lets you know when query is done, or still be processed by the Hardware.
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Pulls the hardware occlusion query too see if there is a result.
Implemented in Ogre::D3D9HardwareOcclusionQuery, and Ogre::GLHardwareOcclusionQuery. |
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Definition at line 114 of file OgreHardwareOcclusionQuery.h. |
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Definition at line 112 of file OgreHardwareOcclusionQuery.h. |
Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Mar 12 14:39:12 2006