Implements creation and caching of vertex buffers for terrain chunks.
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#include <buffercache.hpp>
Implements creation and caching of vertex buffers for terrain chunks.
void Terrain::BufferCache::clearCache |
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osg::ref_ptr< osg::DrawElements > Terrain::BufferCache::getIndexBuffer |
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unsigned int |
numVerts, |
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unsigned int |
flags |
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) |
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- Parameters
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flags | first 4*4 bits are LOD deltas on each edge, respectively (4 bits each) next 4 bits are LOD level of the index buffer (LOD 0 = don't omit any vertices) |
- Note
- Thread safe.
osg::ref_ptr< osg::Vec2Array > Terrain::BufferCache::getUVBuffer |
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unsigned int |
numVerts | ) |
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void Terrain::BufferCache::releaseGLObjects |
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osg::State * |
state | ) |
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std::map<std::pair<int, int>, osg::ref_ptr<osg::DrawElements> > Terrain::BufferCache::mIndexBufferMap |
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private |
OpenThreads::Mutex Terrain::BufferCache::mIndexBufferMutex |
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private |
std::map<int, osg::ref_ptr<osg::Vec2Array> > Terrain::BufferCache::mUvBufferMap |
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private |
OpenThreads::Mutex Terrain::BufferCache::mUvBufferMutex |
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private |
The documentation for this class was generated from the following files: