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OGRE
master
Object-Oriented Graphics Rendering Engine
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Query how many pixels have passed the per-fragment tests. More...
#include <OgreHardwareOcclusionQuery.h>
Inheritance diagram for Ogre::HardwareOcclusionQuery:Public Member Functions | |
| HardwareOcclusionQuery () | |
| virtual | ~HardwareOcclusionQuery () |
| void | begin () |
| Starts the hardware occlusion query. More... | |
| virtual void | beginOcclusionQuery ()=0 |
| void | end () |
| Ends the hardware occlusion test. More... | |
| virtual void | endOcclusionQuery ()=0 |
| uint32 | getLastQuerysPixelcount () const |
| uint32 | getLastResult () const |
| Let's you get the last pixel count with out doing the hardware occlusion test. More... | |
| virtual bool | isStillOutstanding (void)=0 |
| virtual bool | pullOcclusionQuery (unsigned int *result)=0 |
| bool | resultReady () |
| Lets you know when query is done, or still be processed by the Hardware. More... | |
| bool | waitForResult (unsigned int *result) |
| Waits until the query result is available. More... | |
Query how many pixels have passed the per-fragment tests.
Create one OcclusionQuery per outstanding query or one per tested object
Then, in the rendering loop:
Results must be pulled using waitForResult()
| Ogre::HardwareOcclusionQuery::HardwareOcclusionQuery | ( | ) |
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virtual |
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inline |
Starts the hardware occlusion query.
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pure virtual |
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inline |
Ends the hardware occlusion test.
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pure virtual |
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inline |
Waits until the query result is available.
use resultReady() if just want to test if the result is available.
| result | will get the resulting number of fragments. |
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pure virtual |
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inline |
Let's you get the last pixel count with out doing the hardware occlusion test.
This function won't give you new values, just the old value.
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inline |
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inline |
Lets you know when query is done, or still be processed by the Hardware.
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pure virtual |