Exemplo n.º 1
0
        protected override void Dispose(bool disposing)
        {
            if (mReader != null)
            {
                mReader.Dispose();
                mReader = null;
            }

            if (mTexReader != null)
            {
                mTexReader.Dispose();
                mTexReader = null;
            }

            if (mObjReader != null)
            {
                mObjReader.Dispose();
                mObjReader = null;
            }

            if (mOriginalMainChunks != null)
            {
                mOriginalMainChunks.Clear();
                mOriginalMainChunks = null;
            }

            if (mOriginalObjChunks != null)
            {
                mOriginalObjChunks.Clear();
                mOriginalObjChunks = null;
            }

            if (mOriginalTexChunks != null)
            {
                mOriginalTexChunks.Clear();
                mOriginalTexChunks = null;
            }

            mMainInfo      = null;
            mTexInfo       = null;
            mObjInfo       = null;
            mParent        = null;
            mShadingFloats = null;

            base.Dispose(disposing);
        }
Exemplo n.º 2
0
        public MapChunk(ChunkStreamInfo mainInfo, ChunkStreamInfo texInfo, ChunkStreamInfo objInfo, int indexX, int indexY, MapArea parent)
        {
            mParent   = new WeakReference <MapArea>(parent);
            mMainInfo = mainInfo;
            mTexInfo  = texInfo;
            mObjInfo  = objInfo;

            mReader    = mainInfo.Stream;
            mTexReader = texInfo.Stream;
            mObjReader = objInfo.Stream;

            IndexX = indexX;
            IndexY = indexY;

            for (var i = 0; i < 145; ++i)
            {
                mShadingFloats[i] = Vector4.One;
            }
        }
Exemplo n.º 3
0
        public MapChunk(ChunkStreamInfo mainInfo, ChunkStreamInfo texInfo, ChunkStreamInfo objInfo, int indexX, int indexY, MapArea parent)
        {
            SpecularFactors = new float[4];
            mIsYInverted    = true;
            Parent          = new WeakReference <Terrain.MapArea>(parent);
            mParent         = new WeakReference <MapArea>(parent);
            mMainInfo       = mainInfo;
            mTexInfo        = texInfo;
            mObjInfo        = objInfo;

            mReader    = mainInfo.Stream;
            mTexReader = texInfo.Stream;
            mObjReader = objInfo.Stream;

            IndexX = indexX;
            IndexY = indexY;

            for (var i = 0; i < 145; ++i)
            {
                mShadingFloats[i] = Vector4.One;
            }
        }