#include <OgreHardwareOcclusionQuery.h>
Inheritance diagram for Ogre::HardwareOcclusionQuery:
Public Methods | |
HardwareOcclusionQuery () | |
Default object constructor. | |
virtual | ~HardwareOcclusionQuery () |
Object destructor. | |
virtual void | beginOcclusionQuery ()=0 |
Starts the hardware occlusion query @Remarks 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. | |
virtual bool | pullOcclusionQuery (unsigned int *NumOfFragments, const HW_OCCLUSIONQUERY flag)=0 |
Pulls the hardware occlusion query too see if there is a result. | |
virtual unsigned int | getLastQuerysPixelcount ()=0 |
Let's you get the last pixel count with out doing the hardware occlusion test. | |
virtual void | setSkipRate (int skip)=0 |
@Remarks This function allows you to set how often the hardware occlusion really are sent to the driver if you set it to 0 every hw occlusion test is acctually made. | |
virtual int | getSkipRate ()=0 |
Definition at line 49 of file OgreHardwareOcclusionQuery.h.
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Default object constructor.
Definition at line 32 of file OgreHardwareOcclusionQuery.cpp. |
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Object destructor.
Definition at line 35 of file OgreHardwareOcclusionQuery.cpp. |
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Starts the hardware occlusion query @Remarks 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 ); You may not get the result directlly after the first pass or frame. Objects not visable must be tested every frame, visable objects may be tested less freqvent. 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.
Implemented in Ogre::D3D9HardwareOcclusionQuery, and Ogre::GLHardwareOcclusionQuery. |
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Implemented in Ogre::D3D9HardwareOcclusionQuery, and Ogre::GLHardwareOcclusionQuery. |
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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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Pulls the hardware occlusion query too see if there is a result.
Implemented in Ogre::D3D9HardwareOcclusionQuery, and Ogre::GLHardwareOcclusionQuery. |
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@Remarks This function allows you to set how often the hardware occlusion really are sent to the driver if you set it to 0 every hw occlusion test is acctually made. If you set it to 1 only the half of your queries are sent for all visable objects. 2 will result in 25% of all queries to acctualy be sent. New and none visable objects will be tested all the time. This functionality is here because this class can keep track on visable and none visable objects for you. Once you you set the SkipRate for any hardware occlusion instance it effects all others. Implemented in Ogre::D3D9HardwareOcclusionQuery, and Ogre::GLHardwareOcclusionQuery. |
Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:51:04 2004