OpenMW
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Classes | |
class | BufferCache |
Implements creation and caching of vertex buffers for terrain chunks. More... | |
class | ChunkManager |
Handles loading and caching of terrain chunks. More... | |
class | CompositeMap |
class | CompositeMapRenderer |
The CompositeMapRenderer is responsible for updating composite map textures in a blocking or non-blocking way. More... | |
struct | LayerInfo |
struct | TextureLayer |
class | LodCallback |
class | QuadTreeNode |
class | DefaultLodCallback |
class | RootNode |
class | QuadTreeBuilder |
class | QuadTreeWorld |
Terrain implementation that loads cells into a Quad Tree, with geometry LOD and texture LOD. The entire world is displayed at all times. More... | |
class | Storage |
class | TerrainDrawable |
class | MyView |
class | TerrainGrid |
Simple terrain implementation that loads cells in a grid, with no LOD. Only requested cells are loaded. More... | |
struct | UpdateTextureFilteringFunctor |
class | TextureManager |
class | ViewData |
class | ViewDataMap |
class | View |
A View is a collection of rendering objects that are visible from a given camera/intersection. The base View class is part of the interface for usage in conjunction with preload feature. More... | |
class | World |
The basic interface for a terrain world. How the terrain chunks are paged and displayed is up to the implementation. More... | |
Enumerations | |
enum | Direction { North = 0, East = 1, South = 2, West = 3 } |
enum | ChildDirection { NW = 0, NE = 1, SW = 2, SE = 3, Root } |
Functions | |
std::vector< osg::ref_ptr < osg::StateSet > > | createPasses (bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager *shaderManager, const std::vector< TextureLayer > &layers, const std::vector< osg::ref_ptr< osg::Texture2D > > &blendmaps, int blendmapScale, float layerTileSize) |
ChildDirection | reflect (ChildDirection dir, Direction dir2) |
bool | adjacent (ChildDirection dir, Direction dir2) |
QuadTreeNode * | searchNeighbour (QuadTreeNode *currentNode, Direction dir) |
void | traverse (QuadTreeNode *node, ViewData *vd, osg::NodeVisitor *nv, LodCallback *lodCallback, const osg::Vec3f &eyePoint, bool visible) |
void | traverseToCell (QuadTreeNode *node, ViewData *vd, int cellX, int cellY) |
unsigned int | getLodFlags (QuadTreeNode *node, int ourLod, ViewData *vd) |
void | loadRenderingNode (ViewData::Entry &entry, ViewData *vd, ChunkManager *chunkManager) |
float | distance (const osg::Vec3 &coord, const osg::Matrix &matrix) |
enum Terrain::Direction |
bool Terrain::adjacent | ( | ChildDirection | dir, |
Direction | dir2 | ||
) |
std::vector< osg::ref_ptr< osg::StateSet > > Terrain::createPasses | ( | bool | useShaders, |
bool | forcePerPixelLighting, | ||
bool | clampLighting, | ||
Shader::ShaderManager * | shaderManager, | ||
const std::vector< TextureLayer > & | layers, | ||
const std::vector< osg::ref_ptr< osg::Texture2D > > & | blendmaps, | ||
int | blendmapScale, | ||
float | layerTileSize | ||
) |
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inline |
void Terrain::loadRenderingNode | ( | ViewData::Entry & | entry, |
ViewData * | vd, | ||
ChunkManager * | chunkManager | ||
) |
ChildDirection Terrain::reflect | ( | ChildDirection | dir, |
Direction | dir2 | ||
) |
QuadTreeNode* Terrain::searchNeighbour | ( | QuadTreeNode * | currentNode, |
Direction | dir | ||
) |
void Terrain::traverse | ( | QuadTreeNode * | node, |
ViewData * | vd, | ||
osg::NodeVisitor * | nv, | ||
LodCallback * | lodCallback, | ||
const osg::Vec3f & | eyePoint, | ||
bool | visible | ||
) |