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Object-Oriented Graphics Rendering Engine
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OgreGLES2HardwareOcclusionQuery.h
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28 
29 #ifndef __GLES2HARDWAREOCCLUSIONQUERY_H__
30 #define __GLES2HARDWAREOCCLUSIONQUERY_H__
31 
32 #include "OgreGLES2Prerequisites.h"
35 
36 namespace Ogre {
37 
38 
39 // If you use multiple rendering passes you can test only the first pass and all other passes don't have to be rendered
40 // if the first pass result has too few pixels visible.
41 
42 // Be sure to render all occluder first and whats out so the RenderQue don't switch places on
43 // the occluding objects and the tested objects because it thinks it's more effective..
44 
46 {
47 //----------------------------------------------------------------------
48 // Public methods
49 //--
50 public:
60 
61  //------------------------------------------------------------------
62  // Occlusion query functions (see base class documentation for this)
63  //--
64  void beginOcclusionQuery();
65  void endOcclusionQuery();
66  bool pullOcclusionQuery( unsigned int* NumOfFragments);
67  bool isStillOutstanding(void);
68 
69 
70 //----------------------------------------------------------------------
71 // private members
72 //--
73 private:
74 
75  GLuint mQueryID;
76 
77  void createQuery();
78 
79  void destroyQuery();
80 
81 #if OGRE_PLATFORM == OGRE_PLATFORM_ANDROID
82 protected:
83 
85  virtual void notifyOnContextLost();
86 
88  virtual void notifyOnContextReset();
89 #endif
90 
91 };
92 
93 }
94 
95 #endif
96 
#define _OgreGLES2Export
This is a abstract class that that provides the interface for the query class for hardware occlusion...
#define MANAGED_RESOURCE