#ifndef _GAME_OCCLUSION_QUERY_H #define _GAME_OCCLUSION_QUERY_H #include namespace MWRender { /// /// \brief Implements hardware occlusion queries on the GPU /// class OcclusionQuery { public: OcclusionQuery(); bool supported(); ///< returns true if occlusion queries are supported on the user's hardware private: Ogre::HardwareOcclusionQuery* mSunTotalAreaQuery; Ogre::HardwareOcclusionQuery* mSunVisibleAreaQuery; bool mSupported; }; } #endif