//! Add terrain type. public void AddType(byte Type, TextureAtlasInfo Variant) { // There isn't value, create one if(!m_TerrainTypeMap.ContainsKey(Type)) m_TerrainTypeMap[Type] = new TerrainAtlasVariantVector_t(); var texture_atlas_list = m_TerrainTypeMap[Type]; texture_atlas_list.Add(Variant); }
// Operations //! Add new splatting info. public void AddSplat(ushort SplatIndex, TextureAtlasInfo Info) { tileSplatInfo_[SplatIndex] = Info; }