/** Set this renderable to be loaded */ public void QueueRenderableLoading( Renderable rend, Tile.Tile tile ) { renderablesLoadQueue.Push( rend ); tilesLoadQueue.Push( tile ); }
protected void addBatch(long num) { numTiles += num; // mTiles.reserve (mNumTiles); // mTiles.resize (mNumTiles); for ( long i = 0; i < num; i++ ) { Tile tile = new Tile( ); tiles.Add( tile ); queue.Push( tile ); } }
/** Sets the appropriate neighbor for this TerrainRenderable. Neighbors are necessary to know when to bridge between LODs. */ public void SetNeighbor( Neighbor n, Tile t ) { neighbors[(int) n ] = t; }
/// <summary> /// Marks a tile as free /// </summary> /// <param name="tile">Tile to free</param> public void FreeTile( Tile tile ) { queue.Push( tile ); }