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OgreGL3PlusHardwareOcclusionQuery.h
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4  (Object-oriented Graphics Rendering Engine)
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7 Copyright (c) 2000-2014 Torus Knot Software Ltd
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28 
29 /*
30 The nVidia occlusion query extension is defined in glext.h so you don't
31 need anything else. You do need to look up the function, we provide a
32 GL3PlusSupport class to do this, which has platform implementations for
33 getProcAddress. Check the way that extensions like glActiveTextureARB are
34 initialised and used in glRenderSystem and copy what is done there.
35 
36  To do: fix so dx7 and DX9 checks and flags if HW Occlusion is supported
37  See the openGl dito for ideas what to do.
38 */
39 
40 #ifndef __GL3PlusHARDWAREOCCLUSIONQUERY_H__
41 #define __GL3PlusHARDWAREOCCLUSIONQUERY_H__
42 
45 
46 
47 namespace Ogre {
48 
49 
50 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
51 // if the first pass result has too few pixels visible.
52 
53 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
54 // the occluding objects and the tested objects because it thinks it's more effective..
55 
56 
66 {
67 //----------------------------------------------------------------------
68 // Public methods
69 //--
70 public:
80 
81  //------------------------------------------------------------------
82  // Occlusion query functions (see base class documentation for this)
83  //--
84  void beginOcclusionQuery();
85  void endOcclusionQuery();
86  bool pullOcclusionQuery(unsigned int* NumOfFragments);
87  bool isStillOutstanding(void);
88 
89  private:
90  GLuint mQueryID;
91 };
92 
93 }
94 
95 #endif
This is a class that is the base class of the query class for hardware occlusion. ...
This is a abstract class that that provides the interface for the query class for hardware occlusion...
#define _OgreGL3PlusExport