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OgreD3D11HardwareOcclusionQuery.h
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28 
29 #ifndef _D3D11HARWAREOCCLUSIONQUERY_H__
30 #define _D3D11HARWAREOCCLUSIONQUERY_H__
31 
32 #include "OgreD3D11Prerequisites.h"
34 #include "OgreD3D11Device.h"
35 
36 namespace Ogre {
37 
38  // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
39  // if the first pass results has too few pixels visible.
40 
41  // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
42  // the occluding objects and the tested objects because it thinks it's more effective..
43 
54  {
55  //----------------------------------------------------------------------
56  // Public methods
57  //--
58  public:
59 
65 
70 
71  //------------------------------------------------------------------
72  // Occlusion query functions (see base class documentation for this)
73  //--
74 
75  void beginOcclusionQuery();
76  void endOcclusionQuery();
77  bool pullOcclusionQuery( unsigned int* NumOfFragments);
78  unsigned int getLastQuerysPixelcount() { return mPixelCount; }
79  bool isStillOutstanding(void);
80 
81 
82 
83  //----------------------------------------------------------------------
84  // private members
85  //--
86  private:
87  ID3D11Query* mpQuery;
89  };
90 
91 
92 }
93 
94 
95 #endif
bool isStillOutstanding(void)
Lets you know when query is done, or still be processed by the Hardware.
This is a abstract class that that provides the interface for the query class for hardware occlusion...
~D3D11HardwareOcclusionQuery()
Object destructor.
D3D11HardwareOcclusionQuery(D3D11Device &device)
Default object constructor.
bool pullOcclusionQuery(unsigned int *NumOfFragments)
Pulls the hardware occlusion query.
void endOcclusionQuery()
Ends the hardware occlusion test.
This is a class that is the DirectX9 implementation of hardware occlusion testing.
void beginOcclusionQuery()
Starts the hardware occlusion query Simple usage: Create one or more OcclusionQuery object one per o...