메소드 |
설명 |
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AdjustRenderLevel ( int i ) : void |
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CalculateCFactor ( ) : Real |
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CalculateMinLevelDist2 ( Real C ) : void |
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CalculateNormals ( ) : void |
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CheckSize ( int n ) : bool |
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CreateDeltaBuffer ( ) : HardwareVertexBuffer |
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DeleteGeometry ( ) : void |
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GenerateTriListIndexes ( uint stitchFlags ) : IndexData |
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GenerateTriStripIndexes ( uint stitchFlags ) : IndexData |
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GenerateVertexLighting ( Vector3 sunlight, ColorEx ambient ) : void |
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GetHeightAt ( float x, float z ) : float |
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GetIndexData ( ) : IndexData |
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GetNeighbor ( Neighbor neighbor ) : TerrainZoneRenderable |
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GetNormalAt ( float x, float z, Vector3 &result ) : void |
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GetSquaredViewDepth ( Camera camera ) : float |
Returns the camera-relative squared depth of this renderable. Used to sort transparent objects. Squared depth is used rather than actual depth to avoid having to perform a square root on the result. |
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GetWorldOrientation ( ) : Quaternion |
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GetWorldPosition ( ) : Vector3 |
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GetWorldTransforms ( Matrix4 matrices ) : void |
Gets the world transform matrix / matrices for this renderable object. If the object has any derived transforms, these are expected to be up to date as long as all the SceneNode structures have been updated before this is called. This method will populate xform with 1 matrix if it does not use vertex blending. If it does use vertex blending it will fill the passed in pointer with an array of matrices, the length being the value returned from getNumWorldTransforms. |
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HasNeighborRenderLevel ( int i ) : bool |
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Index ( int x, int z ) : ushort |
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Initialize ( int startx, int startz, Real pageHeightData ) : void |
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IntersectSegment ( Vector3 start, Vector3 end, Vector3 &result ) : bool |
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NotifyCurrentCamera ( Camera cam ) : void |
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NumNeighbors ( ) : int |
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SetNeighbor ( Neighbor n, TerrainZoneRenderable t ) : void |
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StitchEdge ( Neighbor neighbor, int hiLOD, int loLOD, bool omitFirstTri, bool omitLastTri, ushort ppIdx ) : int |
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TerrainZoneRenderable ( string name, TerrainZone tsm ) : System |
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UpdateCustomGpuParameter ( GpuProgramParameters constantEntry, GpuProgramParameters param ) : void |
Update a custom GpuProgramParameters constant which is derived from information only this Renderable knows. This method allows a Renderable to map in a custom GPU program parameter based on it's own data. This is represented by a GPU auto parameter of AutoConstantType.Custom, and to allow there to be more than one of these per Renderable, the 'data' field on the auto parameter will identify which parameter is being updated. The implementation of this method must identify the parameter being updated, and call a 'SetConstant' method on the passed in GpuProgramParameters object, using the details provided in the incoming auto constant setting to identify the index at which to set the parameter. |
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UpdateRenderQueue ( RenderQueue queue ) : void |
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Vertex ( int x, int z, int n ) : float |
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