A MetaWorldFragment is the basic building block of the world.
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#include <MetaWorldFragment.h>
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static float | getScale () |
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static float | getSize () |
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static void | setScale (float s) |
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static void | setSize (float s) |
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static void | setMaterialName (const std::string &name) |
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static const std::string & | getMaterialName () |
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static float | mGridScale = 0 |
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static float | mSize = 0 |
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static std::string | mMaterialName = "" |
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A MetaWorldFragment is the basic building block of the world.
it has its own IsoSurface which is used for rendering. When created, an IsoSurface should be created..The MetaWorldFragment will also contain portals to other MetaWorldFragments for visibility culling (todo).
§ update()
Updates IsoSurface.
Zero data grid, then add the fields of objects to it.
§ m_bNeedUpdate
bool ParaEngine::MetaWorldFragment::m_bNeedUpdate |
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whether the grid is modified and needs update in the next draw call.
§ mYLevel
int ParaEngine::MetaWorldFragment::mYLevel |
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position in y, counted in tile-sizes.
this value is only useful when we are trying to manage a pool of metaworldfragments nearby according to their Y level. so that we can group by height. This is usefully when doing voxel based terrain.
The documentation for this class was generated from the following files:
- Client/trunk/ParaEngineClient/VoxelMesh/MetaWorldFragment.h
- Client/trunk/ParaEngineClient/VoxelMesh/MetaWorldFragment.cpp