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OGRE 1.12.10
Object-Oriented Graphics Rendering Engine
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This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
#include <OgreD3D11HardwareOcclusionQuery.h>
Public Member Functions | |
D3D11HardwareOcclusionQuery (D3D11Device &device) | |
Default object constructor. | |
~D3D11HardwareOcclusionQuery () | |
Object destructor. | |
void | beginOcclusionQuery () |
Starts the hardware occlusion query. | |
void | endOcclusionQuery () |
Ends the hardware occlusion test. | |
unsigned int | getLastQuerysPixelcount () |
bool | isStillOutstanding (void) |
Lets you know when query is done, or still be processed by the Hardware. | |
bool | pullOcclusionQuery (unsigned int *NumOfFragments) |
Pulls the hardware occlusion query. | |
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HardwareOcclusionQuery () | |
Object public member functions. | |
virtual | ~HardwareOcclusionQuery () |
Object destructor. | |
unsigned int | getLastQuerysPixelcount () const |
Let's you get the last pixel count with out doing the hardware occlusion test. | |
This is a class that is the DirectX9 implementation of hardware occlusion testing.
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
Ogre::D3D11HardwareOcclusionQuery::D3D11HardwareOcclusionQuery | ( | D3D11Device & | device | ) |
Default object constructor.
Ogre::D3D11HardwareOcclusionQuery::~D3D11HardwareOcclusionQuery | ( | ) |
Object destructor.
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virtual |
Starts the hardware occlusion query.
Results must be pulled using: UINT mNumberOfPixelsVisable; pullOcclusionQuery( &mNumberOfPixelsVisable );
Implements Ogre::HardwareOcclusionQuery.
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virtual |
Ends the hardware occlusion test.
Implements Ogre::HardwareOcclusionQuery.
Pulls the hardware occlusion query.
NumOfFragments | will get the resulting number of fragments. |
Implements Ogre::HardwareOcclusionQuery.
Lets you know when query is done, or still be processed by the Hardware.
Implements Ogre::HardwareOcclusionQuery.