![]()  | 
  
    OGRE 14.4
    
   Object-Oriented Graphics Rendering Engine 
   | 
 
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.   | |
| virtual void | beginOcclusionQuery ()=0 | 
| void | end () | 
| Ends the hardware occlusion test.   | |
| 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.   | |
| 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.   | |
| bool | waitForResult (unsigned int *result) | 
| Waits until the query result is available.   | |
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 | ( | ) | 
      
  | 
  virtual | 
      
  | 
  inline | 
Starts the hardware occlusion query.
      
  | 
  inline | 
Ends the hardware occlusion test.
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. | 
      
  | 
  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.
      
  | 
  inline | 
      
  | 
  inline | 
Lets you know when query is done, or still be processed by the Hardware.