📄 ogrepaginglandscapetexture_instantbasetexture.cpp
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/***************************************************************************
OgrePagingLandScapeTexture_InstantBaseTexture.cpp - description
-------------------
begin : Mon Apr 26 2004
copyright : (C) 2003 by Jose A Milan
email : spoke@supercable.es
***************************************************************************/
/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "OgreVector3.h"
#include "OgreColourValue.h"
#include "OgreStringConverter.h"
#include "OgreMaterialManager.h"
#include "OgreTextureManager.h"
#include "OgreTechnique.h"
#include "OgrePass.h"
#include "OgrePagingLandScapeOptions.h"
#include "OgrePagingLandScapeTexture.h"
#include "OgrePagingLandScapeTexture_InstantBaseTexture.h"
#include "OgrePagingLandScapeData2DManager.h"
namespace Ogre
{
PagingLandScapeTexture_InstantBaseTexture::PagingLandScapeTexture_InstantBaseTexture() : PagingLandScapeTexture()
{
}
//-----------------------------------------------------------------------
PagingLandScapeTexture_InstantBaseTexture::~PagingLandScapeTexture_InstantBaseTexture()
{
}
//-----------------------------------------------------------------------
void PagingLandScapeTexture_InstantBaseTexture::_loadMaterial()
{
if ( mMaterial == 0 )
{
mMaterial = reinterpret_cast<Material *>(MaterialManager::getSingleton().getByName("InstantBaseMaterial"));
// Create a new texture using the base image
//String commonName = StringConverter::toString(mDataX) + String(".") + StringConverter::toString(mDataZ);
//String matname = String("SplattingMaterial.") + commonName;
//mMaterial = mMaterial->clone(matname);
// Now that we have all the resources in place, we load the material
mMaterial->load();
mMaterial->setLightingEnabled( PagingLandScapeOptions::getSingleton().lit );
}
}
//-----------------------------------------------------------------------
void PagingLandScapeTexture_InstantBaseTexture::_unloadMaterial()
{
if ( mMaterial != 0 )
{
mMaterial->unload();
// We can磘 destroy de material here.
//mMaterial -> destroy();
//delete mMaterial;
//mMaterial = 0;
}
}
} //namespace
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