/** Set this renderable to be loaded
 */
 public void QueueRenderableLoading( Renderable rend, Tile.Tile tile )
 {
     renderablesLoadQueue.Push( rend );
     tilesLoadQueue.Push( tile );
 }
 protected void addBatch(long num)
 {
     numTiles += num;
     //    mTiles.reserve (mNumTiles);
     //    mTiles.resize (mNumTiles);
     for ( long i = 0; i < num; i++ )
     {
         Tile tile = new Tile( );
         tiles.Add( tile );
         queue.Push( tile );
     }
 }
Ejemplo n.º 3
0
 /** Sets the appropriate neighbor for this TerrainRenderable.  Neighbors are necessary
 to know when to bridge between LODs.
 */
 public void SetNeighbor( Neighbor n, Tile t )
 {
     neighbors[(int) n ] = t;
 }
 /// <summary>
 /// Marks a tile as free
 /// </summary>
 /// <param name="tile">Tile to free</param>
 public void FreeTile( Tile tile )
 {
     queue.Push( tile );
 }