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Help required with Occlusion Queries


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#1 anayghotikar   Members   -  Reputation: 100

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Posted 15 February 2012 - 01:09 AM

Hi,

I need some help with occlusion queries. I am trying to get the visibility of certain objects in a scene. I need to calculate the visibility of each object from a single point. For this, I am using occlusion queries. Following is the code:

for (int i = 0; i < wt; i++)
  {
   for (int j = ht; j >= 0; j--)
   {  
	cellX = i; cellY = dimY - j;
	if (pf->getCellTypeAt(cellX, cellY) == PP::Cell::T_FREE)
	{
	 if (eyeloc.eof())
	  break;
	 else
	  eyeloc>>eyeX>>eyeZ;  // Read from a file
	 vis<<"---------------------------------------------- Cell: ("<<cellX<<", "<<cellY<<") ----------------------------------------------"<<endl;
	 for (vector<char*>::iterator it = selectedObjects.begin(); it != selectedObjects.end(); it++)
	 {
	  PP::Vec3f objCenter = getObjectCenter(pmodel, *it);
	  vis<<"******** EYE--> x:"<<eyeX<<"\ty:"<<viewHeight<<"\tz:"<<eyeZ<<" ********"<<endl;
	  gluLookAt(eyeX, viewHeight, eyeZ, objCenter._v[0], objCenter._v[1], objCenter._v[2], 0, 1, 0);
	  visibility = 0.0f;
	  obj_samples = 0;
	  totalPixels = renderedPixels = 0;
	
	  string obj(*it);
	  object = new char [obj.size()+1];
	  strcpy (object, obj.c_str());
	  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	  // Render the object first, to get the total number of pixels
	  //glPushMatrix();
	  glBeginQueryARB(GL_SAMPLES_PASSED_ARB, oq_Objects[count]);
	   drawObject(pmodel, object, mode);
	  glEndQueryARB(GL_SAMPLES_PASSED_ARB);
	  //glPopMatrix();
	  glGetQueryObjectuivARB(oq_Objects[count], GL_QUERY_RESULT_ARB, &obj_samples);

	  totalPixels = obj_samples;
	  obj_samples = 0;
	  count++;

	  // Render the object after rendering the modified scene to get the pixels drawn after occlusion
	  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	  // Draw the scene excluding the specified object
	  //glPushMatrix();
	  drawModifiedScene(pmodel, mode, object);
	  glBeginQueryARB(GL_SAMPLES_PASSED_ARB, oq_Objects[count]);
	   drawObject(pmodel, object, mode);
	  glEndQueryARB(GL_SAMPLES_PASSED_ARB);
	  //glPopMatrix();
	  glGetQueryObjectuivARB(oq_Objects[count], GL_QUERY_RESULT_ARB, &obj_samples);

	  renderedPixels = obj_samples;
	  count++;
	  
	 if (totalPixels != 0)
		  visibility = (float) renderedPixels/totalPixels;
	  delete [] object;  
	 }
	}
   }
  }

Count is a variable defined outside the loop. oq_objects is initialized as follows in another function:

GLuint* oq_Objects;
oq_Objects = (GLuint*) malloc(sizeof(GLuint)*size);
if (oq_Objects == 0)
{
cout<<"Memory could not be allocated!!"<<endl;
exit(1);
}
glGenQueriesARB(size, oq_Objects);

The problem is that the occlusion query works only for the 1st time i.e. only for the 1st iteration. For all the other calls I get the same value as the result of the 1st iteration.
Can someone please tell me where I am going wrong?

Thanks,
Anay

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#2 anayghotikar   Members   -  Reputation: 100

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Posted 15 February 2012 - 10:08 AM

Hi,

The problem is solved.

Thanks,
Anay




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