/// <summary>Constructor for a one-shot only image (no mipmapping).</summary> internal DXTexturedImage(DXTileSet tileSet, RectangleF imageLocation, RectangleF renderingPositionAndSize) { this.tileSet = tileSet; this.imageLocation = imageLocation; int mipMapLevel = 0; float horizontalScaleFactor = renderingPositionAndSize.Width / imageLocation.Width; float verticalScaleFactor = renderingPositionAndSize.Height / imageLocation.Height; float mipMapFactor = Math.Max(horizontalScaleFactor, verticalScaleFactor); while (mipMapLevel < (int)tileSet.DetailLevel || (mipMapFactor < 0.5f && mipMapLevel < tileSet.MipMapLevelCount - 1)) { ++mipMapLevel; mipMapFactor *= 2.0f; } tesselate(mipMapLevel); }
/// <summary>Constructor.</summary> internal DXTexturedImage(DXTileSet tileSet, RectangleF imageLocation) { this.tileSet = tileSet; this.imageLocation = imageLocation; tesselate(-1); }
internal DXTile(DXTileSet tileSet) { this.tileSet = tileSet; this.texture = null; }