OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::GL3PlusHardwareOcclusionQuery Class Referencefinal

This is a class that is the base class of the query class for hardware occlusion. More...

#include <OgreGL3PlusHardwareOcclusionQuery.h>

+ Inheritance diagram for Ogre::GL3PlusHardwareOcclusionQuery:

Public Member Functions

 GL3PlusHardwareOcclusionQuery ()
 Default object constructor. More...
 
 ~GL3PlusHardwareOcclusionQuery () override
 Object destructor. More...
 
void beginOcclusionQuery () override
 Starts the hardware occlusion query. More...
 
void endOcclusionQuery () override
 Ends the hardware occlusion test. More...
 
bool isStillOutstanding () override
 Lets you know when query is done, or still be processed by the Hardware. More...
 
bool pullOcclusionQuery (unsigned int *NumOfFragments) override
 Pulls the hardware occlusion query. More...
 
- Public Member Functions inherited from Ogre::HardwareOcclusionQuery
 HardwareOcclusionQuery ()
 Object public member functions. More...
 
virtual ~HardwareOcclusionQuery ()
 Object destructor. More...
 
unsigned int getLastQuerysPixelcount () const
 Let's you get the last pixel count with out doing the hardware occlusion test. More...
 

Detailed Description

This is a class that is the base class of the query class for hardware occlusion.

Author
Lee Sandberg email: lee@a.nosp@m.bcme.nosp@m.dia.s.nosp@m.e Updated on 13/9/2005 by Tuan Kuranes email: tuan..nosp@m.kura.nosp@m.nes@f.nosp@m.ree..nosp@m.fr

Constructor & Destructor Documentation

◆ GL3PlusHardwareOcclusionQuery()

Ogre::GL3PlusHardwareOcclusionQuery::GL3PlusHardwareOcclusionQuery ( )

Default object constructor.

◆ ~GL3PlusHardwareOcclusionQuery()

Ogre::GL3PlusHardwareOcclusionQuery::~GL3PlusHardwareOcclusionQuery ( )
override

Object destructor.

Member Function Documentation

◆ beginOcclusionQuery()

void Ogre::GL3PlusHardwareOcclusionQuery::beginOcclusionQuery ( )
overridevirtual

Starts the hardware occlusion query.

Remarks
Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object OcclusionQuery* mOcclusionQuery; createOcclusionQuery( &mOcclusionQuery ); In the rendering loop: Draw all occluders mOcclusionQuery->startOcclusionQuery(); Draw the polygons to be tested mOcclusionQuery->endOcclusionQuery();

Results must be pulled using: UINT mNumberOfPixelsVisable; pullOcclusionQuery( &mNumberOfPixelsVisable );

Implements Ogre::HardwareOcclusionQuery.

◆ endOcclusionQuery()

void Ogre::GL3PlusHardwareOcclusionQuery::endOcclusionQuery ( )
overridevirtual

Ends the hardware occlusion test.

Implements Ogre::HardwareOcclusionQuery.

◆ isStillOutstanding()

bool Ogre::GL3PlusHardwareOcclusionQuery::isStillOutstanding ( )
overridevirtual

Lets you know when query is done, or still be processed by the Hardware.

Returns
true if query isn't finished.

Implements Ogre::HardwareOcclusionQuery.

◆ pullOcclusionQuery()

bool Ogre::GL3PlusHardwareOcclusionQuery::pullOcclusionQuery ( unsigned int *  NumOfFragments)
overridevirtual

Pulls the hardware occlusion query.

Note
Waits until the query result is available; use isStillOutstanding if just want to test if the result is available.
Return values
NumOfFragmentswill get the resulting number of fragments.
Returns
True if success or false if not.

Implements Ogre::HardwareOcclusionQuery.


The documentation for this class was generated from the following file: