예제 #1
0
        /** Event raised before a queue group is rendered. 
        @remarks
            This method is called by the SceneManager before each queue group is
            rendered. 
        @param queueGroupId The id of the queue group which is about to be rendered
		@param invocation Name of the invocation which is causing this to be 
			called (@see RenderQueueInvocation)
		@param skipThisInvocation A boolean passed by reference which is by default set to 
			false. If the event sets this to true, the queue will be skipped and not
			rendered. Note that in this case the renderQueueEnded event will not be raised
			for this queue group.
        */
        void MuRenderQueueListener::renderQueueStarted(uint8 queueGroupId, const String& invocation, 
			bool& skipThisInvocation)
        { 
			if ( queueGroupId == RENDER_QUEUE_INVENTORY_ITEM)
			{
				RenderSystem* rs = GameFramework::getSingletonPtr()->renderSystem;
				Matrix4 ortho_proj_trick = GameFramework::getSingletonPtr()->cameraMan->camera_ortho_tricker->getProjectionMatrixRS();
				Matrix4 view_trick = GameFramework::getSingletonPtr()->cameraMan->camera_ortho_tricker->getViewMatrix();
				rs->_setProjectionMatrix(ortho_proj_trick);
				rs->_setViewMatrix(view_trick);
			}

			/*if ( queueGroupId == RENDER_QUEUE_INVENTORY_ITEM_GLOW)
			{

				RenderSystem* rs = GameFramework::getSingletonPtr()->renderSystem;
				Matrix4 ortho_proj_trick = GameFramework::getSingletonPtr()->camera_ortho_tricker->getProjectionMatrixRS();
				Matrix4 view_trick = GameFramework::getSingletonPtr()->camera_ortho_tricker->getViewMatrix();
				rs->_setProjectionMatrix(ortho_proj_trick);
				rs->_setViewMatrix(view_trick);

				Ogre::RenderSystem * rendersys = Ogre::Root::getSingleton().getRenderSystem(); 
				rendersys->setStencilCheckEnabled(true); 
				rendersys->setStencilBufferParams(Ogre::CMPF_NOT_EQUAL,
					STENCIL_VALUE_FOR_OUTLINE_GLOW, STENCIL_FULL_MASK, STENCIL_VALUE_FOR_OUTLINE_GLOW,
					Ogre::SOP_KEEP,Ogre::SOP_KEEP,Ogre::SOP_REPLACE,false);      
			}*/



			if (queueGroupId == RENDER_QUEUE_GLOW_OBJECTS) // outline glow object 
			{ 
				//Ogre::RenderSystem * rendersys = Ogre::Root::getSingleton().getRenderSystem(); 
				/*rendersys->clearFrameBuffer(Ogre::FBT_STENCIL); 
				rendersys->setStencilCheckEnabled(true); 
				rendersys->setStencilBufferParams(Ogre::CMPF_ALWAYS_PASS,
					STENCIL_VALUE_FOR_OUTLINE_GLOW, STENCIL_FULL_MASK, STENCIL_VALUE_FOR_OUTLINE_GLOW,
					Ogre::SOP_KEEP,Ogre::SOP_KEEP,Ogre::SOP_REPLACE, false);     */  
			} 

			if (queueGroupId == RENDER_QUEUE_OUTLINE_GLOW_GLOWS)  // outline glow
			{ 
				/*Ogre::RenderSystem * rendersys = Ogre::Root::getSingleton().getRenderSystem(); 
				rendersys->setStencilCheckEnabled(true); 
				rendersys->setStencilBufferParams(Ogre::CMPF_NOT_EQUAL,
					STENCIL_VALUE_FOR_OUTLINE_GLOW, STENCIL_FULL_MASK, STENCIL_VALUE_FOR_OUTLINE_GLOW,
					Ogre::SOP_KEEP,Ogre::SOP_KEEP,Ogre::SOP_REPLACE,false);      */ 
			} 
			
		}
예제 #2
0
        /** Event raised after a queue group is rendered. 
        @remarks
            This method is called by the SceneManager after each queue group is
            rendered. 
        @param queueGroupId The id of the queue group which has just been rendered
		@param invocation Name of the invocation which is causing this to be 
			called (@see RenderQueueInvocation)
		@param repeatThisInvocation A boolean passed by reference which is by default set to 
			false. If the event sets this to true, the queue which has just been
			rendered will be repeated, and the renderQueueStarted and renderQueueEnded
			events will also be fired for it again.
        */
        void MuRenderQueueListener::renderQueueEnded(uint8 queueGroupId, const String& invocation, 
			bool& repeatThisInvocation)
        { 
			if ( queueGroupId == RENDER_QUEUE_INVENTORY_ITEM)
			{
				RenderSystem* rs = GameFramework::getSingletonPtr()->renderSystem;
				Matrix4 ortho_proj_trick = GameFramework::getSingletonPtr()->camera->getProjectionMatrixRS();
				Matrix4 view_trick = GameFramework::getSingletonPtr()->camera->getViewMatrix();
				rs->_setProjectionMatrix(ortho_proj_trick);
				rs->_setViewMatrix(view_trick);
			}

			/*if ( queueGroupId == RENDER_QUEUE_INVENTORY_ITEM_GLOW)
			{

				RenderSystem* rs = GameFramework::getSingletonPtr()->renderSystem;
				Matrix4 ortho_proj_trick = GameFramework::getSingletonPtr()->camera->getProjectionMatrixRS();
				Matrix4 view_trick = GameFramework::getSingletonPtr()->camera->getViewMatrix();
				rs->_setProjectionMatrix(ortho_proj_trick);
				rs->_setViewMatrix(view_trick);

				Ogre::RenderSystem * rendersys = Ogre::Root::getSingleton().getRenderSystem(); 
				rendersys->setStencilCheckEnabled(false); 
				rendersys->setStencilBufferParams();
			}*/


			if (queueGroupId == RENDER_QUEUE_GLOW_OBJECTS) // outline glow object 
			{ 
				/*Ogre::RenderSystem * rendersys = Ogre::Root::getSingleton().getRenderSystem(); 
				rendersys->setStencilCheckEnabled(false); 
				rendersys->setStencilBufferParams();    */  
			}

			if (queueGroupId == RENDER_QUEUE_OUTLINE_GLOW_GLOWS)  // outline glow
			{ 
				/*Ogre::RenderSystem * rendersys = Ogre::Root::getSingleton().getRenderSystem(); 
				rendersys->setStencilCheckEnabled(false); 
				rendersys->setStencilBufferParams();      */
			} 
		}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
	void GLRenderToVertexBuffer::update(SceneManager* sceneMgr)
	{
		checkGLError(true, false, "start of GLRenderToVertexBuffer::update");

		size_t bufSize = mVertexData->vertexDeclaration->getVertexSize(0) * mMaxVertexCount;
		if (mVertexBuffers[0].isNull() || mVertexBuffers[0]->getSizeInBytes() != bufSize)
		{
			//Buffers don't match. Need to reallocate.
			mResetRequested = true;
		}
		
		//Single pass only for now
		Ogre::Pass* r2vbPass = mMaterial->getBestTechnique()->getPass(0);
		//Set pass before binding buffers to activate the GPU programs
		sceneMgr->_setPass(r2vbPass);
		
		checkGLError(true, false);

		bindVerticesOutput(r2vbPass);

		RenderOperation renderOp;
		size_t targetBufferIndex;
		if (mResetRequested || mResetsEveryUpdate)
		{
			//Use source data to render to first buffer
			mSourceRenderable->getRenderOperation(renderOp);
			targetBufferIndex = 0;
		}
		else
		{
			//Use current front buffer to render to back buffer
			this->getRenderOperation(renderOp);
			targetBufferIndex = 1 - mFrontBufferIndex;
		}

		if (mVertexBuffers[targetBufferIndex].isNull() || 
			mVertexBuffers[targetBufferIndex]->getSizeInBytes() != bufSize)
		{
			reallocateBuffer(targetBufferIndex);
		}

		GLHardwareVertexBuffer* vertexBuffer = static_cast<GLHardwareVertexBuffer*>(mVertexBuffers[targetBufferIndex].getPointer());
		GLuint bufferId = vertexBuffer->getGLBufferId();

		//Bind the target buffer
		glBindBufferOffsetNV(GL_TRANSFORM_FEEDBACK_BUFFER_NV, 0, bufferId, 0);

		glBeginTransformFeedbackNV(getR2VBPrimitiveType(mOperationType));

		glEnable(GL_RASTERIZER_DISCARD_NV);    // disable rasterization

		glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV, mPrimitivesDrawnQuery);

		RenderSystem* targetRenderSystem = Root::getSingleton().getRenderSystem();
		//Draw the object
		targetRenderSystem->_setWorldMatrix(Matrix4::IDENTITY);
		targetRenderSystem->_setViewMatrix(Matrix4::IDENTITY);
		targetRenderSystem->_setProjectionMatrix(Matrix4::IDENTITY);
		if (r2vbPass->hasVertexProgram())
		{
			targetRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, 
				r2vbPass->getVertexProgramParameters(), GPV_ALL);
		}
		if (r2vbPass->hasGeometryProgram())
		{
			targetRenderSystem->bindGpuProgramParameters(GPT_GEOMETRY_PROGRAM,
				r2vbPass->getGeometryProgramParameters(), GPV_ALL);
		}
		targetRenderSystem->_render(renderOp);
		
		//Finish the query
		glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV);
		glDisable(GL_RASTERIZER_DISCARD_NV);
		glEndTransformFeedbackNV();

		//read back query results
		GLuint primitivesWritten;
		glGetQueryObjectuiv(mPrimitivesDrawnQuery, GL_QUERY_RESULT, &primitivesWritten);
		mVertexData->vertexCount = primitivesWritten * getVertexCountPerPrimitive(mOperationType);

		checkGLError(true, true, "GLRenderToVertexBuffer::update");

		//Switch the vertex binding if neccesary
		if (targetBufferIndex != mFrontBufferIndex)
		{
			mVertexData->vertexBufferBinding->unsetAllBindings();
			mVertexData->vertexBufferBinding->setBinding(0, mVertexBuffers[targetBufferIndex]);
			mFrontBufferIndex = targetBufferIndex;
		}

		glDisable(GL_RASTERIZER_DISCARD_NV);    // enable rasterization

		//Clear the reset flag
		mResetRequested = false;
	}
	void D3D11RenderToVertexBuffer::update(SceneManager* sceneMgr)
	{

		//Single pass only for now
		Ogre::Pass* r2vbPass = mMaterial->getBestTechnique()->getPass(0);

		setupGeometryShaderLinkageToStreamOut(r2vbPass);

		size_t bufSize = mVertexData->vertexDeclaration->getVertexSize(0) * mMaxVertexCount;
		if (mVertexBuffers[0].isNull() || mVertexBuffers[0]->getSizeInBytes() != bufSize)
		{
			//Buffers don't match. Need to reallocate.
			mResetRequested = true;
		}

		//Set pass before binding buffers to activate the GPU programs
		sceneMgr->_setPass(r2vbPass);

		RenderOperation renderOp;
		size_t targetBufferIndex;
		if (mResetRequested || mResetsEveryUpdate)
		{
			//Use source data to render to first buffer
			mSourceRenderable->getRenderOperation(renderOp);
			targetBufferIndex = 0;
		}
		else
		{
			//Use current front buffer to render to back buffer
			renderOp.operationType = mOperationType;
			renderOp.useIndexes = false;
			renderOp.vertexData = mVertexData;
			targetBufferIndex = 1 - mFrontBufferIndex;
		}

		if (mVertexBuffers[targetBufferIndex].isNull() || 
			mVertexBuffers[targetBufferIndex]->getSizeInBytes() != bufSize)
		{
			reallocateBuffer(targetBufferIndex);
		}

		RenderSystem* targetRenderSystem = Root::getSingleton().getRenderSystem();
		//Draw the object
		targetRenderSystem->_setWorldMatrix(Matrix4::IDENTITY);
		targetRenderSystem->_setViewMatrix(Matrix4::IDENTITY);
		targetRenderSystem->_setProjectionMatrix(Matrix4::IDENTITY);

		D3D11HardwareVertexBuffer* vertexBuffer = static_cast<D3D11HardwareVertexBuffer*>(mVertexBuffers[targetBufferIndex].getPointer());
	
		UINT offset[1] = { 0 };
		ID3D11Buffer* iBuffer[1];
		iBuffer[0] = vertexBuffer->getD3DVertexBuffer();
		mDevice.GetImmediateContext()->SOSetTargets( 1, iBuffer, offset );

		if (r2vbPass->hasVertexProgram())
		{
			targetRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, 
				r2vbPass->getVertexProgramParameters(), GPV_ALL);
		}
		if (r2vbPass->hasGeometryProgram())
		{
			targetRenderSystem->bindGpuProgramParameters(GPT_GEOMETRY_PROGRAM,
				r2vbPass->getGeometryProgramParameters(), GPV_ALL);
		}

		mDevice.GetImmediateContext()->Begin(mDeviceStatsQuery);

		targetRenderSystem->_render(renderOp);	

		//Switch the vertex binding if necessary
		if (targetBufferIndex != mFrontBufferIndex)
		{
			mVertexData->vertexBufferBinding->unsetAllBindings();
			mVertexData->vertexBufferBinding->setBinding(0, mVertexBuffers[targetBufferIndex]);
			mFrontBufferIndex = targetBufferIndex;
		}

		ID3D11Buffer* nullBuffer[1];
		nullBuffer[0]=NULL;
		mDevice.GetImmediateContext()->SOSetTargets( 1, nullBuffer, offset );
		//Clear the reset flag
		mResetRequested = false;

		mDevice.GetImmediateContext()->End(mDeviceStatsQuery);

		D3D11_QUERY_DATA_PIPELINE_STATISTICS stats;
		while( S_OK != mDevice.GetImmediateContext()->GetData(mDeviceStatsQuery, &stats, mDeviceStatsQuery->GetDataSize(), 0 ) ){}
	}
예제 #5
0
    void GL3PlusRenderToVertexBuffer::update(SceneManager* sceneMgr)
    {
        //     size_t bufSize = mVertexData->vertexDeclaration->getVertexSize(0) * mMaxVertexCount;
        //     if (mVertexBuffers[0].isNull() || mVertexBuffers[0]->getSizeInBytes() != bufSize)
        //     {
        //         // Buffers don't match. Need to reallocate.
        //         mResetRequested = true;
        //     }

        //     if (mResetRequested || mResetsEveryUpdate)
        //     {
        //         // Use source data to render to first buffer.
        //         mSourceRenderable->getRenderOperation(renderOp);
        //         targetBufferIndex = 0;
        //     }
        //     else
        //     {
        //         // Use current front buffer to render to back buffer.
        //         this->getRenderOperation(renderOp);
        //         targetBufferIndex = 1 - mSourceBufferIndex;
        //     }

        //     if (mVertexBuffers[targetBufferIndex].isNull() ||
        //         mVertexBuffers[targetBufferIndex]->getSizeInBytes() != bufSize)
        //     {
        //         reallocateBuffer(targetBufferIndex);
        //     }

        // Single pass only for now.
        Ogre::Pass* r2vbPass = mMaterial->getBestTechnique()->getPass(0);

        // Set pass before binding buffers to activate the GPU programs.
        sceneMgr->_setPass(r2vbPass);
        if (mFirstUpdate)
        {
            bindVerticesOutput(r2vbPass);
            mFirstUpdate = false;
        }

        // size_t targetBufferIndex = mSourceBufferIndex == 0 ? 0 : 1;

        // Disable rasterization.
        OGRE_CHECK_GL_ERROR(glEnable(GL_RASTERIZER_DISCARD));

        // Bind shader parameters.
        RenderSystem* targetRenderSystem = Root::getSingleton().getRenderSystem();
        targetRenderSystem->_setWorldMatrix(Matrix4::IDENTITY);
        targetRenderSystem->_setViewMatrix(Matrix4::IDENTITY);
        targetRenderSystem->_setProjectionMatrix(Matrix4::IDENTITY);
        if (r2vbPass->hasVertexProgram())
        {
            targetRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM,
                                                         r2vbPass->getVertexProgramParameters(), GPV_ALL);
        }
        if (r2vbPass->hasFragmentProgram())
        {
            targetRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM,
                                                         r2vbPass->getFragmentProgramParameters(), GPV_ALL);
        }
        if (r2vbPass->hasGeometryProgram())
        {
            targetRenderSystem->bindGpuProgramParameters(GPT_GEOMETRY_PROGRAM,
                                                         r2vbPass->getGeometryProgramParameters(), GPV_ALL);
        }
        //TODO add tessellation stages

        // Bind source vertex array + target tranform feedback buffer.
        GL3PlusHardwareVertexBuffer* targetVertexBuffer = static_cast<GL3PlusHardwareVertexBuffer*>(mVertexBuffers[mTargetBufferIndex].getPointer());
        // OGRE_CHECK_GL_ERROR(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, VertexBuffer[mTargetBufferIndex]));
        OGRE_CHECK_GL_ERROR(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, targetVertexBuffer->getGLBufferId()));
        // OGRE_CHECK_GL_ERROR(glBindVertexArray(VertexArray[mSourceBufferIndex]));
        if (Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
        {
            GLSLSeparableProgram* separableProgram =
                GLSLSeparableProgramManager::getSingleton().getCurrentSeparableProgram();
            separableProgram->activate();
            separableProgram->getVertexArrayObject()->bind();
        }
        else
        {
            GLSLMonolithicProgram* monolithicProgram = GLSLMonolithicProgramManager::getSingleton().getActiveMonolithicProgram();
            monolithicProgram->getVertexArrayObject()->bind();
        }

        // 'Render' data to the transform buffer.
        OGRE_CHECK_GL_ERROR(glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mPrimitivesDrawnQuery));
        OGRE_CHECK_GL_ERROR(glBeginTransformFeedback(getR2VBPrimitiveType(mOperationType)));

        RenderOperation renderOp;
        if (mResetRequested || mResetsEveryUpdate)
        {
            // Use source data to render to first buffer.
            mSourceRenderable->getRenderOperation(renderOp);
        }
        else
        {
            // Use current front buffer to render to back buffer.
            this->getRenderOperation(renderOp);
        }
        renderOp.renderToVertexBuffer = true;
        targetRenderSystem->_render(renderOp);
        // OGRE_CHECK_GL_ERROR(glDrawArrays(GL_POINTS, 0, 1));

        //TODO GL4+
        //glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, mFeedbackObject);
        //glDrawTransformFeedback(getR2VBPrimitiveType(mOperationType), mFeedbackObject);

        OGRE_CHECK_GL_ERROR(glEndTransformFeedback());
        OGRE_CHECK_GL_ERROR(glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN));

        // Read back query results.
        GLuint primitivesWritten;
        OGRE_CHECK_GL_ERROR(glGetQueryObjectuiv(mPrimitivesDrawnQuery, GL_QUERY_RESULT, &primitivesWritten));
        mVertexData->vertexCount = primitivesWritten * getVertexCountPerPrimitive(mOperationType);

        // Switch the vertex binding.
        mVertexData->vertexBufferBinding->unsetAllBindings();
        mVertexData->vertexBufferBinding->setBinding(0, mVertexBuffers[mTargetBufferIndex]);
        mTargetBufferIndex = mTargetBufferIndex == 0 ? 1 : 0;

        // Enable rasterization.
        OGRE_CHECK_GL_ERROR(glDisable(GL_RASTERIZER_DISCARD));

        // Clear the reset flag.
        mResetRequested = false;
    }
//-----------------------------------------------------------------------------
    void GLES2RenderToVertexBuffer::update(SceneManager* sceneMgr)
    {
        size_t bufSize = mVertexData->vertexDeclaration->getVertexSize(0) * mMaxVertexCount;
        if (!mVertexBuffers[0] || mVertexBuffers[0]->getSizeInBytes() != bufSize)
        {
            // Buffers don't match. Need to reallocate.
            mResetRequested = true;
        }
        
        // Single pass only for now
        Ogre::Pass* r2vbPass = mMaterial->getBestTechnique()->getPass(0);
        // Set pass before binding buffers to activate the GPU programs
        sceneMgr->_setPass(r2vbPass);
        
        bindVerticesOutput(r2vbPass);

        RenderOperation renderOp;
        size_t targetBufferIndex;
        if (mResetRequested || mResetsEveryUpdate)
        {
            // Use source data to render to first buffer
            mSourceRenderable->getRenderOperation(renderOp);
            targetBufferIndex = 0;
        }
        else
        {
            // Use current front buffer to render to back buffer
            this->getRenderOperation(renderOp);
            targetBufferIndex = 1 - mFrontBufferIndex;
        }

        if (!mVertexBuffers[targetBufferIndex] || 
            mVertexBuffers[targetBufferIndex]->getSizeInBytes() != bufSize)
        {
            reallocateBuffer(targetBufferIndex);
        }

        GLES2HardwareVertexBuffer* vertexBuffer = static_cast<GLES2HardwareVertexBuffer*>(mVertexBuffers[targetBufferIndex].get());
/*        if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
        {
            GLSLESProgramPipeline* programPipeline =
                GLSLESProgramPipelineManager::getSingleton().getActiveProgramPipeline();
            programPipeline->getVertexArrayObject()->bind();
        }
        else
        {
            GLSLESLinkProgram* linkProgram = GLSLESLinkProgramManager::getSingleton().getActiveLinkProgram();
            linkProgram->getVertexArrayObject()->bind();
        }
        */
        // Bind the target buffer
        OGRE_CHECK_GL_ERROR(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer->getGLBufferId()));

        // Disable rasterization
        OGRE_CHECK_GL_ERROR(glEnable(GL_RASTERIZER_DISCARD));

        RenderSystem* targetRenderSystem = Root::getSingleton().getRenderSystem();
        // Draw the object
        targetRenderSystem->_setWorldMatrix(Matrix4::IDENTITY);
        targetRenderSystem->_setViewMatrix(Matrix4::IDENTITY);
        targetRenderSystem->_setProjectionMatrix(Matrix4::IDENTITY);
        if (r2vbPass->hasVertexProgram())
        {
            targetRenderSystem->bindGpuProgramParameters(GPT_VERTEX_PROGRAM, 
                                                         r2vbPass->getVertexProgramParameters(), GPV_ALL);
        }
        if (r2vbPass->hasFragmentProgram())
        {
            targetRenderSystem->bindGpuProgramParameters(GPT_FRAGMENT_PROGRAM,
                                                         r2vbPass->getFragmentProgramParameters(), GPV_ALL);
        }
        if (r2vbPass->hasGeometryProgram())
        {
            targetRenderSystem->bindGpuProgramParameters(GPT_GEOMETRY_PROGRAM,
                                                         r2vbPass->getGeometryProgramParameters(), GPV_ALL);
        }
        OGRE_CHECK_GL_ERROR(glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, mPrimitivesDrawnQuery));

        OGRE_CHECK_GL_ERROR(glBeginTransformFeedback(getR2VBPrimitiveType(mOperationType)));

        targetRenderSystem->_render(renderOp);
        
        OGRE_CHECK_GL_ERROR(glEndTransformFeedback());

        // Finish the query
        OGRE_CHECK_GL_ERROR(glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN));

        OGRE_CHECK_GL_ERROR(glDisable(GL_RASTERIZER_DISCARD));

        // Read back query results
        GLuint primitivesWritten;
        OGRE_CHECK_GL_ERROR(glGetQueryObjectuiv(mPrimitivesDrawnQuery, GL_QUERY_RESULT, &primitivesWritten));
        mVertexData->vertexCount = primitivesWritten * getVertexCountPerPrimitive(mOperationType);

        // Switch the vertex binding if necessary
        if (targetBufferIndex != mFrontBufferIndex)
        {
            mVertexData->vertexBufferBinding->unsetAllBindings();
            mVertexData->vertexBufferBinding->setBinding(0, mVertexBuffers[targetBufferIndex]);
            mFrontBufferIndex = targetBufferIndex;
        }

        // Enable rasterization
        OGRE_CHECK_GL_ERROR(glDisable(GL_RASTERIZER_DISCARD));

        // Clear the reset flag
        mResetRequested = false;
    }