|  | OGRE-Next 3.0.0
    Object-Oriented Graphics Rendering Engine | 
This is a abstract class that that provides the interface for the query class for hardware occlusion. More...
#include <OgreHardwareOcclusionQuery.h>
 Inheritance diagram for Ogre::HardwareOcclusionQuery:
 Inheritance diagram for Ogre::HardwareOcclusionQuery:| Public Member Functions | |
| HardwareOcclusionQuery () | |
| Object public member functions. | |
| virtual | ~HardwareOcclusionQuery () | 
| Object destructor. | |
| virtual void | beginOcclusionQuery ()=0 | 
| Starts the hardware occlusion query. | |
| virtual void | endOcclusionQuery ()=0 | 
| Ends the hardware occlusion test. | |
| unsigned int | getLastQuerysPixelcount () const | 
| Let's you get the last pixel count with out doing the hardware occlusion test. | |
| virtual bool | isStillOutstanding ()=0 | 
| Lets you know when query is done, or still be processed by the Hardware. | |
| virtual bool | pullOcclusionQuery (unsigned int *NumOfFragments)=0 | 
| Pulls the hardware occlusion query. | |
This is a abstract class that that provides the interface for the query class for hardware occlusion.
| Ogre::HardwareOcclusionQuery::HardwareOcclusionQuery | ( | ) | 
Object public member functions.
Default object constructor
| 
 | virtual | 
Object destructor.
| 
 | pure virtual | 
Starts the hardware occlusion query.
Results must be pulled using: UINT mNumberOfPixelsVisable; pullOcclusionQuery( &mNumberOfPixelsVisable );
Implemented in Ogre::D3D11HardwareOcclusionQuery, and Ogre::GL3PlusHardwareOcclusionQuery.
| 
 | pure virtual | 
Ends the hardware occlusion test.
Implemented in Ogre::D3D11HardwareOcclusionQuery, and Ogre::GL3PlusHardwareOcclusionQuery.
| 
 | inline | 
Let's you get the last pixel count with out doing the hardware occlusion test.
| 
 | pure virtual | 
Lets you know when query is done, or still be processed by the Hardware.
Implemented in Ogre::D3D11HardwareOcclusionQuery, and Ogre::GL3PlusHardwareOcclusionQuery.
| 
 | pure virtual | 
Pulls the hardware occlusion query.
| NumOfFragments | will get the resulting number of fragments. | 
Implemented in Ogre::D3D11HardwareOcclusionQuery, and Ogre::GL3PlusHardwareOcclusionQuery.