OGRE  14.2
Object-Oriented Graphics Rendering Engine
Ogre::HardwareOcclusionQuery Class Referenceabstract

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:

Public Member Functions

 HardwareOcclusionQuery ()
 Object public member functions. More...
 
virtual ~HardwareOcclusionQuery ()
 Object destructor. More...
 
virtual void beginOcclusionQuery ()=0
 Starts the hardware occlusion query. More...
 
virtual void endOcclusionQuery ()=0
 Ends the hardware occlusion test. More...
 
unsigned int getLastQuerysPixelcount () const
 Let's you get the last pixel count with out doing the hardware occlusion test. More...
 
virtual bool isStillOutstanding (void)=0
 Lets you know when query is done, or still be processed by the Hardware. More...
 
virtual bool pullOcclusionQuery (unsigned int *NumOfFragments)=0
 Pulls the hardware occlusion query. More...
 

Detailed Description

This is a abstract class that that provides the interface for the query class for hardware occlusion.

Author
Lee Sandberg Updated on 13/8/2005 by Tuan Kuranes email: tuan..nosp@m.kura.nosp@m.nes@f.nosp@m.ree..nosp@m.fr

Constructor & Destructor Documentation

◆ HardwareOcclusionQuery()

Ogre::HardwareOcclusionQuery::HardwareOcclusionQuery ( )

Object public member functions.

Default object constructor

◆ ~HardwareOcclusionQuery()

virtual Ogre::HardwareOcclusionQuery::~HardwareOcclusionQuery ( )
virtual

Object destructor.

Member Function Documentation

◆ beginOcclusionQuery()

virtual void Ogre::HardwareOcclusionQuery::beginOcclusionQuery ( )
pure virtual

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 );

Implemented in Ogre::GLES2HardwareOcclusionQuery, Ogre::GL3PlusHardwareOcclusionQuery, Ogre::GLHardwareOcclusionQuery, Ogre::D3D9HardwareOcclusionQuery, and Ogre::D3D11HardwareOcclusionQuery.

◆ endOcclusionQuery()

virtual void Ogre::HardwareOcclusionQuery::endOcclusionQuery ( )
pure virtual

◆ pullOcclusionQuery()

virtual bool Ogre::HardwareOcclusionQuery::pullOcclusionQuery ( unsigned int *  NumOfFragments)
pure virtual

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.

Implemented in Ogre::GLES2HardwareOcclusionQuery, Ogre::GL3PlusHardwareOcclusionQuery, Ogre::GLHardwareOcclusionQuery, Ogre::D3D9HardwareOcclusionQuery, and Ogre::D3D11HardwareOcclusionQuery.

◆ getLastQuerysPixelcount()

unsigned int Ogre::HardwareOcclusionQuery::getLastQuerysPixelcount ( ) const
inline

Let's you get the last pixel count with out doing the hardware occlusion test.

Returns
The last fragment count from the last test. Remarks This function won't give you new values, just the old value.

◆ isStillOutstanding()

virtual bool Ogre::HardwareOcclusionQuery::isStillOutstanding ( void  )
pure virtual

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

Returns
true if query isn't finished.

Implemented in Ogre::GLES2HardwareOcclusionQuery, Ogre::GL3PlusHardwareOcclusionQuery, Ogre::GLHardwareOcclusionQuery, Ogre::D3D9HardwareOcclusionQuery, and Ogre::D3D11HardwareOcclusionQuery.


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