Carsten Neumann ha scritto:
> hm, can you just put the OC query code around the call to:
>
>
My first solution was the following:
glBeginQueryARB(GL_SAMPLES_PASSED_ARB, *_query);
_fbo->render(_rAct);
glEndQueryARB(GL_SAMPLES_PASSED_ARB);
glGetQueryObjectivARB(*_query, GL_QUERY_RESULT_ARB, &pixelPassed);
but it doesn't works... Should I set something about occlusion query ?
> uhm, I don't know, whether OC is a win or not depends on the depth
> complexity of what you are rendering.
>
>
The scene is very simple ... it is a polygonforeground with a texture
attached to it, a group node and a camera! I am just using the shader to
discard pixel if i found some particular value in a sampler2DRect
texture attached to the polyFG. (GPGPU stuff...). The only part does not
work is occlusion query. I am making some others test...
Thank you for all your help!
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