materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
{
	IDirect3DQuery9 *pQuery = (IDirect3DQuery9 *)handle;

	HRESULT hResult = pQuery->Issue( D3DISSUE_BEGIN );
	Assert( hResult == D3D_OK );
}
// Bracket drawing with begin and end so that we can get counts next frame.
Bracket drawing with begin and end so that we can get counts next frame.
Bracket drawing with begin and end so that we can get counts next frame .
void CShaderAPIDx8::BeginOcclusionQueryDrawing( ShaderAPIOcclusionQuery_t handle )
{
	IDirect3DQuery9 *pQuery = (IDirect3DQuery9 *)handle;
	HRESULT hResult = pQuery->Issue( D3DISSUE_BEGIN );
	Assert( hResult == D3D_OK );
}
void CShaderAPIDx8 :: BeginOcclusionQueryDrawing ( ShaderAPIOcclusionQuery_t handle ) { IDirect3DQuery9 * pQuery = ( IDirect3DQuery9 * ) handle ; HRESULT hResult = pQuery -> Issue ( D3DISSUE_BEGIN ) ; Assert ( hResult == D3D_OK ) ; }
Bracket drawing with begin and end so that we can get counts next frame.
Bracket drawing with begin and end so that we can get counts next frame .