private void UpdateLayerView() { for (int i = 0; i < Layers.Count(); i++) { Layers[i].Name = GetName(Layers[i].LayerType, i); Layers[i].Position = i; } if (Layers.Count != 0) { ShowLayerDetails(Layers[Layers.Count - 1]); } else { ShowLayerAdding(); } terrainEngine.ResetTerrainEngine(); }
public void UpdateTerrainSize(int terrainSize) { switch (terrainSize) { case 16: Res16 = false; Res32 = true; Res64 = true; Res128 = true; Res512 = true; Res1024 = true; Res2048 = true; Res4096 = true; break; case 32: Res16 = true; Res32 = false; Res64 = true; Res128 = true; Res512 = true; Res1024 = true; Res2048 = true; Res4096 = true; break; case 64: Res16 = true; Res32 = true; Res64 = false; Res128 = true; Res512 = true; Res1024 = true; Res2048 = true; Res4096 = true; break; case 128: Res16 = true; Res32 = true; Res64 = true; Res128 = false; Res512 = true; Res1024 = true; Res2048 = true; Res4096 = true; break; case 512: Res16 = true; Res32 = true; Res64 = true; Res128 = true; Res512 = false; Res1024 = true; Res2048 = true; Res4096 = true; break; case 1024: Res16 = true; Res32 = true; Res64 = true; Res128 = true; Res512 = true; Res1024 = false; Res2048 = true; Res4096 = true; break; case 2048: Res16 = true; Res32 = true; Res64 = true; Res128 = true; Res512 = true; Res1024 = true; Res2048 = false; Res4096 = true; break; case 4096: Res16 = true; Res32 = true; Res64 = true; Res128 = true; Res512 = true; Res1024 = true; Res2048 = true; Res4096 = false; break; } TerrainModel.TerrainSize = terrainSize; Viewport.InitModel(); Viewport.InitDefaultViewportSettings(); TerrainEngine.ResetTerrainEngine(); }