#include <OgreGLHardwareOcclusionQuery.h>
Inheritance diagram for Ogre::GLHardwareOcclusionQuery:
Public Methods | |
GLHardwareOcclusionQuery () | |
Default object constructor. | |
~GLHardwareOcclusionQuery () | |
Object destructor. | |
void | beginOcclusionQuery () |
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();. | |
void | endOcclusionQuery () |
Ends the hardware occlusion test. | |
bool | pullOcclusionQuery (unsigned int *NumOfFragments) |
Pulls the hardware occlusion query too see if there is a result. | |
bool | pullOcclusionQuery (unsigned int *NumOfFragments, const HW_OCCLUSIONQUERY flag) |
Pulls the hardware occlusion query too see if there is a result. | |
unsigned int | getLastQuerysPixelcount () |
Let's you get the last pixel count with out doing the hardware occlusion test. | |
void | setSkipRate (int skip) |
Remarks This function allows you to set how often the hardware occlusion really sent to the driver if you set it to 0 every hw occlusion test is acctually made. | |
int | getSkipRate () |
Protected Attributes | |
unsigned int | m_uintPixelCount |
unsigned int | m_uintQuery [1] |
bool | m_bOcclusionQuery |
int | m_SkipCounter |
bool | m_bHWOcclusionSupport |
Static Protected Attributes | |
int | m_Skip = 0 |
Definition at line 68 of file OgreGLHardwareOcclusionQuery.h.
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Default object constructor.
Definition at line 57 of file OgreGLHardwareOcclusionQuery.cpp. References glGenOcclusionQueriesNV_ptr, m_bHWOcclusionSupport, m_SkipCounter, m_uintPixelCount, and m_uintQuery. |
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Object destructor.
Definition at line 82 of file OgreGLHardwareOcclusionQuery.cpp. References glDeleteOcclusionQueriesNV_ptr, and m_uintQuery. |
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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. Implements Ogre::HardwareOcclusionQuery. Definition at line 93 of file OgreGLHardwareOcclusionQuery.cpp. References glBeginOcclusionQueryNV_ptr, m_Skip, m_SkipCounter, m_uintPixelCount, and m_uintQuery. |
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Ends the hardware occlusion test.
Implements Ogre::HardwareOcclusionQuery. Definition at line 105 of file OgreGLHardwareOcclusionQuery.cpp. References glEndOcclusionQueryNV_ptr, m_SkipCounter, and m_uintPixelCount. |
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Let's you get the last pixel count with out doing the hardware occlusion test.
Implements Ogre::HardwareOcclusionQuery. Definition at line 92 of file OgreGLHardwareOcclusionQuery.h. References m_uintPixelCount. |
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Implements Ogre::HardwareOcclusionQuery. Definition at line 110 of file OgreGLHardwareOcclusionQuery.h. References m_Skip. |
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Pulls the hardware occlusion query too see if there is a result.
Implements Ogre::HardwareOcclusionQuery. Definition at line 138 of file OgreGLHardwareOcclusionQuery.cpp. References glGetOcclusionQueryuivNV_ptr, Ogre::HW_OCCLUSIONQUERY, m_uintPixelCount, and m_uintQuery. |
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Pulls the hardware occlusion query too see if there is a result.
Implements Ogre::HardwareOcclusionQuery. Definition at line 117 of file OgreGLHardwareOcclusionQuery.cpp. References glGetOcclusionQueryuivNV_ptr, m_uintPixelCount, and m_uintQuery. |
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Remarks This function allows you to set how often the hardware occlusion really sent to the driver 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. for all visable objects. 3 will result in 33% of all queries to acctualy be sent and so on. 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. Implements Ogre::HardwareOcclusionQuery. Definition at line 109 of file OgreGLHardwareOcclusionQuery.h. References m_Skip. |
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Definition at line 123 of file OgreGLHardwareOcclusionQuery.h. Referenced by GLHardwareOcclusionQuery(). |
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Definition at line 120 of file OgreGLHardwareOcclusionQuery.h. |
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Definition at line 31 of file OgreGLHardwareOcclusionQuery.cpp. Referenced by beginOcclusionQuery(), getSkipRate(), and setSkipRate(). |
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Definition at line 121 of file OgreGLHardwareOcclusionQuery.h. Referenced by beginOcclusionQuery(), endOcclusionQuery(), and GLHardwareOcclusionQuery(). |
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Definition at line 118 of file OgreGLHardwareOcclusionQuery.h. Referenced by beginOcclusionQuery(), endOcclusionQuery(), getLastQuerysPixelcount(), GLHardwareOcclusionQuery(), and pullOcclusionQuery(). |
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Definition at line 119 of file OgreGLHardwareOcclusionQuery.h. Referenced by beginOcclusionQuery(), GLHardwareOcclusionQuery(), pullOcclusionQuery(), and ~GLHardwareOcclusionQuery(). |
Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:49:35 2004