#include <OgreD3D9HardwareOcclusionQuery.h>
Inheritance diagram for Ogre::D3D9HardwareOcclusionQuery:
Public Methods | |
D3D9HardwareOcclusionQuery (IDirect3DDevice9 *pD3DDevice) | |
Default object constructor. | |
~D3D9HardwareOcclusionQuery () | |
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 are 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 |
IDirect3DQuery9 * | m_pD3DQuery |
IDirect3DDevice9 * | m_pD3DDevice |
bool | m_bOcclusionQuery |
int | m_SkipCounter |
bool | m_bHWOcclusionSupport |
Static Protected Attributes | |
int | m_Skip = 0 |
Definition at line 49 of file OgreD3D9HardwareOcclusionQuery.h.
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Default object constructor.
Definition at line 44 of file OgreD3D9HardwareOcclusionQuery.cpp. References m_bHWOcclusionSupport, m_pD3DDevice, m_pD3DQuery, m_SkipCounter, and m_uintPixelCount. |
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Object destructor.
Definition at line 68 of file OgreD3D9HardwareOcclusionQuery.cpp. References m_pD3DQuery, and SAFE_RELEASE. |
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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 76 of file OgreD3D9HardwareOcclusionQuery.cpp. References m_pD3DQuery, m_Skip, m_SkipCounter, and m_uintPixelCount. |
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Ends the hardware occlusion test.
Implements Ogre::HardwareOcclusionQuery. Definition at line 89 of file OgreD3D9HardwareOcclusionQuery.cpp. References m_pD3DQuery, 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 75 of file OgreD3D9HardwareOcclusionQuery.h. References m_uintPixelCount. |
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Implements Ogre::HardwareOcclusionQuery. Definition at line 94 of file OgreD3D9HardwareOcclusionQuery.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 137 of file OgreD3D9HardwareOcclusionQuery.cpp. References Ogre::HW_OCCLUSIONQUERY, Ogre::HWOCCLUSIONQUERY_FLUSH, Ogre::HWOCCLUSIONQUERY_NOFLUSH, m_pD3DQuery, and m_uintPixelCount. |
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Pulls the hardware occlusion query too see if there is a result.
Implements Ogre::HardwareOcclusionQuery. Definition at line 106 of file OgreD3D9HardwareOcclusionQuery.cpp. References m_pD3DQuery, and m_uintPixelCount. |
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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. Implements Ogre::HardwareOcclusionQuery. Definition at line 93 of file OgreD3D9HardwareOcclusionQuery.h. References m_Skip. |
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Definition at line 107 of file OgreD3D9HardwareOcclusionQuery.h. Referenced by D3D9HardwareOcclusionQuery(). |
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Definition at line 104 of file OgreD3D9HardwareOcclusionQuery.h. |
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Definition at line 103 of file OgreD3D9HardwareOcclusionQuery.h. Referenced by D3D9HardwareOcclusionQuery(). |
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Definition at line 102 of file OgreD3D9HardwareOcclusionQuery.h. Referenced by beginOcclusionQuery(), D3D9HardwareOcclusionQuery(), endOcclusionQuery(), pullOcclusionQuery(), and ~D3D9HardwareOcclusionQuery(). |
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Definition at line 31 of file OgreD3D9HardwareOcclusionQuery.cpp. Referenced by beginOcclusionQuery(), getSkipRate(), and setSkipRate(). |
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Definition at line 105 of file OgreD3D9HardwareOcclusionQuery.h. Referenced by beginOcclusionQuery(), D3D9HardwareOcclusionQuery(), and endOcclusionQuery(). |
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Definition at line 101 of file OgreD3D9HardwareOcclusionQuery.h. Referenced by beginOcclusionQuery(), D3D9HardwareOcclusionQuery(), endOcclusionQuery(), getLastQuerysPixelcount(), and pullOcclusionQuery(). |
Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:49:25 2004