OGRE-Next  3.0.0unstable
Object-Oriented Graphics Rendering Engine
Ogre::D3D11HardwareOcclusionQuery Class Referencefinal

This is a class that is the DirectX9 implementation of hardware occlusion testing. More...

#include <OgreD3D11HardwareOcclusionQuery.h>

+ Inheritance diagram for Ogre::D3D11HardwareOcclusionQuery:

Public Member Functions

 D3D11HardwareOcclusionQuery (D3D11Device &device)
 Default object constructor. More...
 ~D3D11HardwareOcclusionQuery () override
 Object destructor. More...
void beginOcclusionQuery () override
 Starts the hardware occlusion query. More...
void endOcclusionQuery () override
 Ends the hardware occlusion test. More...
unsigned int getLastQuerysPixelcount ()
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 DirectX9 implementation of hardware occlusion testing.

Lee Sandberg, email lee@a.nosp@m.bcme.nosp@m.dia.s.nosp@m.e

Updated on 12/7/2004 by Chris McGuirk Updated on 4/8/2005 by Tuan Kuranes email: tuan..nosp@m.kura.nosp@m.nes@f.nosp@m.ree..nosp@m.fr

Constructor & Destructor Documentation

◆ D3D11HardwareOcclusionQuery()

Ogre::D3D11HardwareOcclusionQuery::D3D11HardwareOcclusionQuery ( D3D11Device device)

Default object constructor.

◆ ~D3D11HardwareOcclusionQuery()

Ogre::D3D11HardwareOcclusionQuery::~D3D11HardwareOcclusionQuery ( )

Object destructor.

Member Function Documentation

◆ beginOcclusionQuery()

void Ogre::D3D11HardwareOcclusionQuery::beginOcclusionQuery ( )

Starts the hardware occlusion query.

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::D3D11HardwareOcclusionQuery::endOcclusionQuery ( )

Ends the hardware occlusion test.

Implements Ogre::HardwareOcclusionQuery.

◆ getLastQuerysPixelcount()

unsigned int Ogre::D3D11HardwareOcclusionQuery::getLastQuerysPixelcount ( )

◆ isStillOutstanding()

bool Ogre::D3D11HardwareOcclusionQuery::isStillOutstanding ( )

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

true if query isn't finished.

Implements Ogre::HardwareOcclusionQuery.

◆ pullOcclusionQuery()

bool Ogre::D3D11HardwareOcclusionQuery::pullOcclusionQuery ( unsigned int *  NumOfFragments)

Pulls the hardware occlusion query.

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.
True if success or false if not.

Implements Ogre::HardwareOcclusionQuery.

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