public TerrainRenderer(MyGame game, Camera camera, ViewGridProvider viewGridProvider) : base(game) { m_chunkManager = ToDispose(new ChunkManager(this, camera, viewGridProvider)); LoadContent(); }
public TerrainRenderer(MyGame game, Camera camera, ViewGridProvider viewGridProvider) : base(game) { m_chunkManager = ToDispose(new ChunkManager(this, camera, viewGridProvider)); LoadContent(); }
public SymbolRenderer(MyGame game, ViewGridProvider viewGridProvider) : base(game) { m_viewGridProvider = viewGridProvider; m_invalid = true; viewGridProvider.ViewGridCornerChanged += (oldValue, newValue) => m_invalid = true; game.EnvironmentChanged += OnEnvChanged; LoadContent(); }
public SymbolRenderer(MyGame game, ViewGridProvider viewGridProvider) : base(game) { m_viewGridProvider = viewGridProvider; m_invalid = true; viewGridProvider.ViewGridCornerChanged += (oldValue, newValue) => m_invalid = true; game.EnvironmentChanged += OnEnvChanged; LoadContent(); }
public ChunkManager(TerrainRenderer scene, Camera camera, ViewGridProvider viewGridProvider) { m_scene = scene; m_camera = camera; m_viewGridProvider = viewGridProvider; // XXX m_game = (MyGame)scene.Game; m_game.EnvironmentChanged += Data_MapChanged; viewGridProvider.ViewGridCornerChanged += OnViewGridCornerChanged; m_cameraPos = m_camera.Position; m_cameraLook = m_camera.Look; m_cameraChunkPos = (m_cameraPos / Chunk.CHUNK_SIZE).ToFloorIntVector3(); m_forceNearListUpdate = true; m_forceDrawListUpdate = true; }
public ChunkManager(TerrainRenderer scene, Camera camera, ViewGridProvider viewGridProvider) { m_scene = scene; m_camera = camera; m_viewGridProvider = viewGridProvider; // XXX m_game = (MyGame)scene.Game; m_game.EnvironmentChanged += Data_MapChanged; viewGridProvider.ViewGridCornerChanged += OnViewGridCornerChanged; m_cameraPos = m_camera.Position; m_cameraLook = m_camera.Look; m_cameraChunkPos = (m_cameraPos / Chunk.CHUNK_SIZE).ToFloorIntVector3(); m_forceNearListUpdate = true; m_forceDrawListUpdate = true; }