remove the timeout stuff

actorid
scrawl 13 years ago
parent 47c3e92db1
commit e5a19209a4

@ -12,7 +12,7 @@ using namespace Ogre;
OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mSingleObjectQuery(0), mActiveQuery(0),
mDoQuery(0), mSunVisibility(0), mQuerySingleObjectStarted(false), mTestResult(false),
mQuerySingleObjectRequested(false), mResponding(true), mDelay(0), mWasVisible(false), mObjectWasVisible(false)
mQuerySingleObjectRequested(false), mWasVisible(false), mObjectWasVisible(false)
{
mRendering = renderer;
mSunNode = sunNode;
@ -94,7 +94,7 @@ OcclusionQuery::~OcclusionQuery()
bool OcclusionQuery::supported()
{
//if (!mResponding) std::cout << "Occlusion query timed out" << std::endl;
return mSupported && mResponding;
return mSupported;
}
void OcclusionQuery::notifyRenderSingleObject(Renderable* rend, const Pass* pass, const AutoParamDataSource* source,
@ -167,9 +167,6 @@ void OcclusionQuery::update(float duration)
{
if (!mSupported) return;
mDelay += duration;
if (mDelay >= 2) mResponding = false;
mWasVisible = false;
mObjectWasVisible = false;
@ -189,9 +186,6 @@ void OcclusionQuery::update(float duration)
if (!mSunTotalAreaQuery->isStillOutstanding()
&& !mSunVisibleAreaQuery->isStillOutstanding())
{
mDelay = 0;
mResponding = true;
unsigned int totalPixels;
unsigned int visiblePixels;
@ -213,9 +207,6 @@ void OcclusionQuery::update(float duration)
}
if (mQuerySingleObjectStarted && !mSingleObjectQuery->isStillOutstanding())
{
mDelay = 0;
mResponding = true;
unsigned int result;
mSingleObjectQuery->pullOcclusionQuery(&result);

@ -72,10 +72,6 @@ namespace MWRender
bool mWasVisible;
bool mObjectWasVisible;
bool mResponding;
float mDelay;
bool mTestResult;
bool mSupported;

Loading…
Cancel
Save