public TiledConverter( IPaletteRenderer paletteRenderer, ILayerInfoRenderer layerRenderer, ITileRenderer tileRenderer) { _paletteRenderer = paletteRenderer; _layerRenderer = layerRenderer; _tileRenderer = tileRenderer; }
private IPatchRenderer subTileRenderer; // renders partial tile, no extra detail. #endregion Fields #region Constructors public QuadtreeLODRenderer(ITileRenderer fullTileDistant, ITileRenderer fullTileNear, IPatchRenderer subTile, IPatchRenderer subTileDetail) : base() { this.fullTileDistantRenderer = fullTileDistant; this.fullTileNearRenderer = fullTileNear; this.subTileRenderer = subTile; this.subTileDetailRenderer = subTileDetail; this.DetailRadius = 8.0f; this.DistantTileRadius = 512.0f; }
// Start is called before the first frame update void Start() { _tileObserver = new BaseTileObserver(DefaultTileSize); _tileRenderer = gameObject.AddComponent <TileRenderer>(); var provider = new OpenStreetMapCartocdnUrlProvider(); _tileRenderer.Provider = new CachedOnlineTileMapProvider(provider, new DefaultTileCache(provider.Name, alwaysCachedMaxZoom: 4)); _tileObserver.OnNewTilesAppear += TileObserverOnOnNewTilesAppear; _tileObserver.OnNewTilesDisappear += TileObserverOnOnNewTilesDisappear; _viewport = new TileObserverViewport(observationCamera.transform.position, CameraSize, observationCamera.pixelWidth, observationCamera.pixelHeight); _tileObserver.AddViewport(_viewport); }
private ITileRenderer middleRenderer; // 4x4 array of 256x256 tiles (or however many we need for full tile res) #endregion Fields #region Constructors public CompositeLODRenderer(ITileRenderer dist, ITileRenderer mid, ITileRenderer close) { this.distantRenderer = dist; this.middleRenderer = mid; this.closeRenderer = close; }
public ServiceRequest(ITileRenderer tileRenderer, ILayerContainer layerContainer) { TileRenderer = tileRenderer; LayerContainer = layerContainer; }
public WmsService(ITileRenderer tileRenderer, ILayerContainer layerContainer) : base(tileRenderer, layerContainer) { }
public TileDrawingManager(ITileRenderer renderer) { this.currentRenderer = renderer; }
void Dispose(bool disposing) { if (m_disposed) return; if (disposing) { //TODO: Managed cleanup code here, while managed refs still valid } if (m_renderer != null) { m_renderer.Dispose(); m_renderer = null; } m_disposed = true; }
protected void SetRenderer(ITileRenderer renderer) { m_renderer = renderer; }