public TerrainView(TerrainModel terrainmodel) { LogFile.WriteLine("TerrainView( " + terrainmodel + ")"); this.terrainmodel = terrainmodel; terrainmodel.TerrainModified += new TerrainModel.TerrainModifiedHandler(terrainmodel_TerrainModified); GraphicsHelperGl g = new GraphicsHelperGl(); g.CheckError(); foreach (MapTextureStageModel maptexturestagemodel in terrainmodel.texturestages) { LogFile.WriteLine("create maptexturestageview for " + maptexturestagemodel); mapviewbymapmodel.Add(maptexturestagemodel, new MapTextureStageView(maptexturestagemodel)); } g.CheckError(); renderableheightmap = new RenderableHeightMap(this, terrainmodel, 1, 1); //renderableallfeatures = new RenderableAllFeatures(this); // water must be last, otherwise you cant see through it ;-) renderablewater = new RenderableWater(new Vector3(), new Vector2(terrainmodel.HeightMapWidth, terrainmodel.HeightMapHeight)); // minimap last, covers everything else //renderableminimap = new RenderableMinimap(this, renderableheightmap); }
// note could upgrade this to use Isomething later, but Terrain works for now public RenderableMinimap(TerrainModel parent, RenderableHeightMap renderableheightmap ) { this.parent = parent; this.renderableheightmap = renderableheightmap; Gl.glGenTextures(1, out minimaptexture); RendererSdl.GetInstance().WriteNextFrameEvent += new WriteNextFrameCallback(RenderableMinimap_WriteNextFrameEvent); }
public RenderableMinimap(TerrainModel parent, RenderableHeightMap renderableheightmap) // note could upgrade this to use Isomething later, but Terrain works for now { this.parent = parent; this.renderableheightmap = renderableheightmap; Gl.glGenTextures(1, out minimaptexture); RendererSdl.GetInstance().WriteNextFrameEvent += new WriteNextFrameCallback(RenderableMinimap_WriteNextFrameEvent); }
public TerrainView( TerrainModel terrainmodel ) { LogFile.WriteLine( "TerrainView( " + terrainmodel + ")" ); this.terrainmodel = terrainmodel; terrainmodel.TerrainModified += new TerrainModel.TerrainModifiedHandler( terrainmodel_TerrainModified ); GraphicsHelperGl g = new GraphicsHelperGl(); g.CheckError(); foreach (MapTextureStageModel maptexturestagemodel in terrainmodel.texturestages) { LogFile.WriteLine( "create maptexturestageview for " + maptexturestagemodel ); mapviewbymapmodel.Add( maptexturestagemodel, new MapTextureStageView( maptexturestagemodel ) ); } g.CheckError(); renderableheightmap = new RenderableHeightMap( this, terrainmodel, 1, 1 ); //renderableallfeatures = new RenderableAllFeatures(this); // water must be last, otherwise you cant see through it ;-) renderablewater = new RenderableWater(new Vector3(), new Vector2(terrainmodel.HeightMapWidth , terrainmodel.HeightMapHeight )); // minimap last, covers everything else //renderableminimap = new RenderableMinimap(this, renderableheightmap); }