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<h1>Ogre::D3D9HardwareOcclusionQuery Class Reference</h1>This is a class that is the DirectX9 implementation of hardware occlusion testing.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>&gt;</code>
<p>
Inheritance diagram for Ogre::D3D9HardwareOcclusionQuery:<p><center><img src="classOgre_1_1D3D9HardwareOcclusionQuery__inherit__graph.png" border="0" usemap="#Ogre_1_1D3D9HardwareOcclusionQuery__inherit__map" alt="Inheritance graph"></center>
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<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="classOgre_1_1D3D9HardwareOcclusionQuery-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya0">D3D9HardwareOcclusionQuery</a> (IDirect3DDevice9 *pD3DDevice)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Default object constructor.  <a href="#Ogre_1_1D3D9HardwareOcclusionQuerya0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya1">~D3D9HardwareOcclusionQuery</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Object destructor.  <a href="#Ogre_1_1D3D9HardwareOcclusionQuerya1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya2">beginOcclusionQuery</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">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( &amp;m_pOcclusionQuery ); In the rendering loop: Draw all occluders m_pOcclusionQuery-&gt;startOcclusionQuery(); Draw the polygons to be tested m_pOcclusionQuery-&gt;<a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya3">endOcclusionQuery()</a>;.  <a href="#Ogre_1_1D3D9HardwareOcclusionQuerya2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya3">endOcclusionQuery</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Ends the hardware occlusion test.  <a href="#Ogre_1_1D3D9HardwareOcclusionQuerya3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya4">pullOcclusionQuery</a> (unsigned int *NumOfFragments)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Pulls the hardware occlusion query too see if there is a result.  <a href="#Ogre_1_1D3D9HardwareOcclusionQuerya4"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya5">pullOcclusionQuery</a> (unsigned int *NumOfFragments, const <a class="el" href="namespaceOgre.html#a138">HW_OCCLUSIONQUERY</a> flag)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Pulls the hardware occlusion query too see if there is a result.  <a href="#Ogre_1_1D3D9HardwareOcclusionQuerya5"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>unsigned int&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya6">getLastQuerysPixelcount</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Let's you get the last pixel count with out doing the hardware occlusion test.  <a href="#Ogre_1_1D3D9HardwareOcclusionQuerya6"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya7">setSkipRate</a> (int skip)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Remarks This function allows you to set how often the hardware occlusion really are sent to the driver if you set it to 0 every hw occlusion test is acctually made.  <a href="#Ogre_1_1D3D9HardwareOcclusionQuerya7"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>int&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya8">getSkipRate</a> ()</td></tr>

<tr><td colspan=2><br><h2>Protected Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>unsigned int&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp0">m_uintPixelCount</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>IDirect3DQuery9 *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp1">m_pD3DQuery</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>IDirect3DDevice9 *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp2">m_pD3DDevice</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp3">m_bOcclusionQuery</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>int&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp4">m_SkipCounter</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp5">m_bHWOcclusionSupport</a></td></tr>

<tr><td colspan=2><br><h2>Static Protected Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>int&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryt0">m_Skip</a></td></tr>

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<hr><a name="_details"></a><h2>Detailed Description</h2>
This is a class that is the DirectX9 implementation of hardware occlusion testing. 
<p>
<dl compact><dt><b>Author:</b></dt><dd>Lee Sandberg, email <a href="mailto:lee@abcmedia.se">lee@abcmedia.se</a> </dd></dl>

<p>

<p>
Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00049">49</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya0" doxytag="Ogre::D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::D3D9HardwareOcclusionQuery::D3D9HardwareOcclusionQuery </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">IDirect3DDevice9 *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>pD3DDevice</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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Default object constructor. 
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya1" doxytag="Ogre::D3D9HardwareOcclusionQuery::~D3D9HardwareOcclusionQuery" ></a><p>
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          <td class="md" nowrap valign="top"> Ogre::D3D9HardwareOcclusionQuery::~<a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html">D3D9HardwareOcclusionQuery</a> </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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Object destructor. 
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya2" doxytag="Ogre::D3D9HardwareOcclusionQuery::beginOcclusionQuery" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9HardwareOcclusionQuery::beginOcclusionQuery </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
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( &amp;m_pOcclusionQuery ); In the rendering loop: Draw all occluders m_pOcclusionQuery-&gt;startOcclusionQuery(); Draw the polygons to be tested m_pOcclusionQuery-&gt;<a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQuerya3">endOcclusionQuery()</a>;. 
<p>
Results must be pulled using: UINT m_uintNumberOfPixelsVisable; pullOcclusionQuery( &amp;m_dwNumberOfPixelsVisable ); You may not get the result directlly after the first pass or frame. Objects not visable must be tested every frame, visable objects may be tested less freqvent.
<p>
Implements <a class="el" href="classOgre_1_1HardwareOcclusionQuery.html#Ogre_1_1HardwareOcclusionQuerya2">Ogre::HardwareOcclusionQuery</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya3" doxytag="Ogre::D3D9HardwareOcclusionQuery::endOcclusionQuery" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9HardwareOcclusionQuery::endOcclusionQuery </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Ends the hardware occlusion test. 
<p>

<p>
Implements <a class="el" href="classOgre_1_1HardwareOcclusionQuery.html#Ogre_1_1HardwareOcclusionQuerya3">Ogre::HardwareOcclusionQuery</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya6" doxytag="Ogre::D3D9HardwareOcclusionQuery::getLastQuerysPixelcount" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned int Ogre::D3D9HardwareOcclusionQuery::getLastQuerysPixelcount </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Let's you get the last pixel count with out doing the hardware occlusion test. 
<p>
<dl compact><dt><b>Returns:</b></dt><dd>The last fragment count from the last test. Remarks This function won't give you new values, just the old value.</dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1HardwareOcclusionQuery.html#Ogre_1_1HardwareOcclusionQuerya6">Ogre::HardwareOcclusionQuery</a>.
<p>
Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00075">75</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.
<p>
References <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00101">m_uintPixelCount</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya8" doxytag="Ogre::D3D9HardwareOcclusionQuery::getSkipRate" ></a><p>
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          <td class="md" nowrap valign="top"> int Ogre::D3D9HardwareOcclusionQuery::getSkipRate </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Implements <a class="el" href="classOgre_1_1HardwareOcclusionQuery.html#Ogre_1_1HardwareOcclusionQuerya8">Ogre::HardwareOcclusionQuery</a>.
<p>
Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00094">94</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.
<p>
References <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00106">m_Skip</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya5" doxytag="Ogre::D3D9HardwareOcclusionQuery::pullOcclusionQuery" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::D3D9HardwareOcclusionQuery::pullOcclusionQuery </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned int *&nbsp;</td>
          <td class="mdname" nowrap> <em>NumOfFragments</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="namespaceOgre.html#a138">HW_OCCLUSIONQUERY</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>flag</em></td>
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          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [virtual]</code></td>
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Pulls the hardware occlusion query too see if there is a result. 
<p>
<dl compact><dt><b>Return values:</b></dt><dd>
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    <tr><td valign=top><em>NumOfFragments</em>&nbsp;</td><td>will get the resulting number of fragments. </td></tr>
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<dl compact><dt><b>Returns:</b></dt><dd>True if success or false if not.  In DX9 mode specifying OCCLUSIONQUERY_FLUSH as the flag, will case the driver to flush whatever API calls are batched. In OpenGL mode it makes no difference if you specify OCCLUSIONQUERY_FLUSH or OCCLUSIONQUERY_NOFLUSH. </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1HardwareOcclusionQuery.html#Ogre_1_1HardwareOcclusionQuerya5">Ogre::HardwareOcclusionQuery</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya4" doxytag="Ogre::D3D9HardwareOcclusionQuery::pullOcclusionQuery" ></a><p>
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          <td class="md" nowrap valign="top"> bool Ogre::D3D9HardwareOcclusionQuery::pullOcclusionQuery </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">unsigned int *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>NumOfFragments</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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<p>
Pulls the hardware occlusion query too see if there is a result. 
<p>
<dl compact><dt><b>Return values:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
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<dl compact><dt><b>Returns:</b></dt><dd>True if success or false if not.  Hardware occlusion is an assyncronius process the result may take a frame or so. one idea is to test pass1 and if not visable skip pass2. Also note that objects not visable must be tested evrey frame. Visable objects don't need testing every frame. Testing non visable objects can be don unlit, no texture with low LOD object. 0 will generate all the levels till 1x1. [default: 0] </dd></dl>

<p>
Implements <a class="el" href="classOgre_1_1HardwareOcclusionQuery.html#Ogre_1_1HardwareOcclusionQuerya4">Ogre::HardwareOcclusionQuery</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQuerya7" doxytag="Ogre::D3D9HardwareOcclusionQuery::setSkipRate" ></a><p>
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          <td class="md" nowrap valign="top"> void Ogre::D3D9HardwareOcclusionQuery::setSkipRate </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">int&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>skip</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [virtual]</code></td>
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Remarks This function allows you to set how often the hardware occlusion really are sent to the driver if you set it to 0 every hw occlusion test is acctually made. 
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If you set it to 1 only the half of your queries are sent for all visable objects. 2 will result in 25% of all queries to acctualy be sent. New and none visable objects will be tested all the time. This functionality is here because this class can keep track on visable and none visable objects for you. Once you you set the SkipRate for any hardware occlusion instance it effects all others.
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Implements <a class="el" href="classOgre_1_1HardwareOcclusionQuery.html#Ogre_1_1HardwareOcclusionQuerya7">Ogre::HardwareOcclusionQuery</a>.
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Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00093">93</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.
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References <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00106">m_Skip</a>.    </td>
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<hr><h2>Member Data Documentation</h2>
<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQueryp5" doxytag="Ogre::D3D9HardwareOcclusionQuery::m_bHWOcclusionSupport" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp5">Ogre::D3D9HardwareOcclusionQuery::m_bHWOcclusionSupport</a><code> [protected]</code>
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Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00107">107</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQueryp3" doxytag="Ogre::D3D9HardwareOcclusionQuery::m_bOcclusionQuery" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp3">Ogre::D3D9HardwareOcclusionQuery::m_bOcclusionQuery</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00104">104</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQueryp2" doxytag="Ogre::D3D9HardwareOcclusionQuery::m_pD3DDevice" ></a><p>
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          <td class="md" nowrap valign="top"> IDirect3DDevice9* <a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp2">Ogre::D3D9HardwareOcclusionQuery::m_pD3DDevice</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00103">103</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQueryp1" doxytag="Ogre::D3D9HardwareOcclusionQuery::m_pD3DQuery" ></a><p>
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          <td class="md" nowrap valign="top"> IDirect3DQuery9* <a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp1">Ogre::D3D9HardwareOcclusionQuery::m_pD3DQuery</a><code> [protected]</code>
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Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00102">102</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQueryt0" doxytag="Ogre::D3D9HardwareOcclusionQuery::m_Skip" ></a><p>
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          <td class="md" nowrap valign="top"> int <a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryt0">Ogre::D3D9HardwareOcclusionQuery::m_Skip</a><code> [static, protected]</code>
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Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00106">106</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.
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Referenced by <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00094">getSkipRate()</a>, and <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00093">setSkipRate()</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQueryp4" doxytag="Ogre::D3D9HardwareOcclusionQuery::m_SkipCounter" ></a><p>
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          <td class="md" nowrap valign="top"> int <a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp4">Ogre::D3D9HardwareOcclusionQuery::m_SkipCounter</a><code> [protected]</code>
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Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00105">105</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.    </td>
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<a class="anchor" name="Ogre_1_1D3D9HardwareOcclusionQueryp0" doxytag="Ogre::D3D9HardwareOcclusionQuery::m_uintPixelCount" ></a><p>
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          <td class="md" nowrap valign="top"> unsigned int <a class="el" href="classOgre_1_1D3D9HardwareOcclusionQuery.html#Ogre_1_1D3D9HardwareOcclusionQueryp0">Ogre::D3D9HardwareOcclusionQuery::m_uintPixelCount</a><code> [protected]</code>
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<p>
Definition at line <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00101">101</a> of file <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a>.
<p>
Referenced by <a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html#l00075">getLastQuerysPixelcount()</a>.    </td>
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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="OgreD3D9HardwareOcclusionQuery_8h-source.html">OgreD3D9HardwareOcclusionQuery.h</a></ul>
<p>
Copyright &copy; 2000-2005 by The OGRE Team<br />
Last modified Wed Feb 23 00:28:54 2005
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