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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 | ||
| ) |
|
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 | ||
| ) |
1.8.6