This is a class that is the DirectX9 implementation of hardware occlusion testing.
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#include <OgreD3D10HardwareOcclusionQuery.h>
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| D3D10HardwareOcclusionQuery (D3D10Device &device) |
| Default object constructor. More...
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| ~D3D10HardwareOcclusionQuery () |
| Object destructor. More...
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void | beginOcclusionQuery () |
| Starts the hardware occlusion query Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object OcclusionQuery* m_pOcclusionQuery; createOcclusionQuery( &m_pOcclusionQuery ); In the rendering loop: Draw all occluders m_pOcclusionQuery->startOcclusionQuery(); Draw the polygons to be tested m_pOcclusionQuery->endOcclusionQuery();. More...
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void | endOcclusionQuery () |
| Ends the hardware occlusion test. More...
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unsigned int | getLastQuerysPixelcount () |
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unsigned int | getLastQuerysPixelcount () const |
| Let's you get the last pixel count with out doing the hardware occlusion test. More...
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bool | isStillOutstanding (void) |
| Lets you know when query is done, or still be processed by the Hardware. More...
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, void *) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info More...
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, void *ptr) |
| placement operator new More...
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info More...
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void * | operator new[] (size_t sz) |
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bool | pullOcclusionQuery (unsigned int *NumOfFragments) |
| Pulls the hardware occlusion query. More...
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This is a class that is the DirectX9 implementation of hardware occlusion testing.
- Author
- 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
Definition at line 53 of file OgreD3D10HardwareOcclusionQuery.h.
Ogre::D3D10HardwareOcclusionQuery::D3D10HardwareOcclusionQuery |
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D3D10Device & |
device | ) |
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Default object constructor.
Ogre::D3D10HardwareOcclusionQuery::~D3D10HardwareOcclusionQuery |
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void Ogre::D3D10HardwareOcclusionQuery::beginOcclusionQuery |
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Starts the hardware occlusion query Simple usage: Create one or more OcclusionQuery object one per outstanding query or one per tested object OcclusionQuery* m_pOcclusionQuery; createOcclusionQuery( &m_pOcclusionQuery ); In the rendering loop: Draw all occluders m_pOcclusionQuery->startOcclusionQuery(); Draw the polygons to be tested m_pOcclusionQuery->endOcclusionQuery();.
Results must be pulled using: UINT m_uintNumberOfPixelsVisable; pullOcclusionQuery( &m_dwNumberOfPixelsVisable );
Implements Ogre::HardwareOcclusionQuery.
void Ogre::D3D10HardwareOcclusionQuery::endOcclusionQuery |
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unsigned int Ogre::D3D10HardwareOcclusionQuery::getLastQuerysPixelcount |
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unsigned int Ogre::HardwareOcclusionQuery::getLastQuerysPixelcount |
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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.
Definition at line 109 of file OgreHardwareOcclusionQuery.h.
bool Ogre::D3D10HardwareOcclusionQuery::isStillOutstanding |
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Lets you know when query is done, or still be processed by the Hardware.
- Returns
- true if query isn't finished.
Implements Ogre::HardwareOcclusionQuery.
template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new |
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size_t |
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const char * |
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const char * |
func |
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inlineinherited |
template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] |
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size_t |
sz, |
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const char * |
file, |
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line, |
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const char * |
func |
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inlineinherited |
bool Ogre::D3D10HardwareOcclusionQuery::pullOcclusionQuery |
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unsigned int * |
NumOfFragments | ) |
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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
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NumOfFragments | will get the resulting number of fragments. |
- Returns
- True if success or false if not.
Implements Ogre::HardwareOcclusionQuery.
D3D10Device& Ogre::D3D10HardwareOcclusionQuery::mDevice |
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bool Ogre::HardwareOcclusionQuery::mIsQueryResultStillOutstanding |
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unsigned int Ogre::HardwareOcclusionQuery::mPixelCount |
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protectedinherited |
ID3D10Query* Ogre::D3D10HardwareOcclusionQuery::mpQuery |
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The documentation for this class was generated from the following file: