#include <OgreGLHardwareOcclusionQuery.h>
Inheritance diagram for Ogre::GLHardwareOcclusionQuery:
Public Member Functions | |
GLHardwareOcclusionQuery () | |
Default object constructor. | |
~GLHardwareOcclusionQuery () | |
Object destructor. | |
void | beginOcclusionQuery () |
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();. | |
void | endOcclusionQuery () |
Ends the hardware occlusion test. | |
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 | mPixelCount |
GLuint | mQueryID |
bool | m_bOcclusionQuery |
int | mSkipCounter |
int | mSkipInterval |
bool | mHasOcclusionSupport |
Definition at line 68 of file OgreGLHardwareOcclusionQuery.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 ); 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. |
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Ends the hardware occlusion test.
Implements Ogre::HardwareOcclusionQuery. |
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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 91 of file OgreGLHardwareOcclusionQuery.h. |
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Implements Ogre::HardwareOcclusionQuery. Definition at line 109 of file OgreGLHardwareOcclusionQuery.h. |
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Pulls the hardware occlusion query too see if there is a result.
Implements Ogre::HardwareOcclusionQuery. |
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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 108 of file OgreGLHardwareOcclusionQuery.h. |
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Definition at line 119 of file OgreGLHardwareOcclusionQuery.h. |
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Definition at line 122 of file OgreGLHardwareOcclusionQuery.h. |
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Definition at line 117 of file OgreGLHardwareOcclusionQuery.h. |
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Definition at line 118 of file OgreGLHardwareOcclusionQuery.h. |
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Definition at line 120 of file OgreGLHardwareOcclusionQuery.h. |
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Definition at line 121 of file OgreGLHardwareOcclusionQuery.h. |
Copyright © 2000-2005 by The OGRE Team
Last modified Sun Apr 10 23:32:46 2005