示例#1
0
        private void InitializeTerrain(TerrainType type)
        {
            terrain = TerrainFactory.GetTerrain(type, this);

            terrain.LoadHeightmap(Settings.Default.Heightmap);
            terrain.LoadTexture(Settings.Default.Texture);

            terrain.Bumpiness             = Settings.Default.Bumpiness;
            terrain.FrustumCullingEnabled = Settings.Default.FrustumCullingEnabled;
            terrain.BruteForceEnabled     = Settings.Default.BruteForceEnabled;
            terrain.TextureEnabled        = Settings.Default.TextureEnabled;
            terrain.TextureResolution     = Settings.Default.TextureResolution;
            terrain.HeightmapEnabled      = Settings.Default.HeightmapEnabled;
            terrain.GeomorphEnabled       = Settings.Default.GeomorphEnabled;
            terrain.LightEnabled          = Settings.Default.LightEnabled;
            terrain.LightDiffuse          = Settings.Default.LightDiffuse;
            terrain.LightDirection        = Settings.Default.LightDirection;
            terrain.LightAmbient          = Settings.Default.LightAmbient;
            terrain.LightSpecular         = Settings.Default.LightSpecular;
            terrain.LightShininess        = Settings.Default.LightShininess;
            terrain.Quality      = Settings.Default.Quality;
            terrain.TerrainColor = Settings.Default.TerrainColor;
            terrain.BlockSize    = Settings.Default.BlockSize;
            terrain.MinQuality   = Settings.Default.MinQuality;

            terrain.Initialize();
        }
示例#2
0
        private void ChangeTerrain(TerrainType type)
        {
            ITerrain previousTerrain = terrain;

            terrain = TerrainFactory.GetTerrain(type, this);

            terrain.Heightmap             = previousTerrain.Heightmap;
            terrain.Texture               = previousTerrain.Texture;
            terrain.Bumpiness             = previousTerrain.Bumpiness;
            terrain.FrustumCullingEnabled = previousTerrain.FrustumCullingEnabled;
            terrain.BruteForceEnabled     = previousTerrain.BruteForceEnabled;
            terrain.TextureEnabled        = previousTerrain.TextureEnabled;
            terrain.TextureResolution     = previousTerrain.TextureResolution;
            terrain.HeightmapEnabled      = previousTerrain.HeightmapEnabled;
            terrain.GeomorphEnabled       = previousTerrain.GeomorphEnabled;
            terrain.LightEnabled          = previousTerrain.LightEnabled;
            terrain.LightDiffuse          = previousTerrain.LightDiffuse;
            terrain.LightDirection        = previousTerrain.LightDirection;
            terrain.LightAmbient          = previousTerrain.LightAmbient;
            terrain.LightSpecular         = previousTerrain.LightSpecular;
            terrain.LightShininess        = previousTerrain.LightShininess;
            terrain.Quality               = previousTerrain.Quality;
            terrain.TerrainColor          = previousTerrain.TerrainColor;
            terrain.BlockSize             = previousTerrain.BlockSize;
            terrain.MinQuality            = previousTerrain.MinQuality;

            terrain.Initialize();
        }
示例#3
0
        private void InitializeTerrain(TerrainType type)
        {
            terrain = TerrainFactory.GetTerrain(type, this);

            terrain.LoadHeightmap(Settings.Default.Heightmap);
            terrain.LoadTexture(Settings.Default.Texture);

            terrain.Bumpiness = Settings.Default.Bumpiness;
            terrain.FrustumCullingEnabled = Settings.Default.FrustumCullingEnabled;
            terrain.BruteForceEnabled = Settings.Default.BruteForceEnabled;
            terrain.TextureEnabled = Settings.Default.TextureEnabled;
            terrain.TextureResolution = Settings.Default.TextureResolution;
            terrain.HeightmapEnabled = Settings.Default.HeightmapEnabled;
            terrain.GeomorphEnabled = Settings.Default.GeomorphEnabled;
            terrain.LightEnabled = Settings.Default.LightEnabled;
            terrain.LightDiffuse = Settings.Default.LightDiffuse;
            terrain.LightDirection = Settings.Default.LightDirection;
            terrain.LightAmbient = Settings.Default.LightAmbient;
            terrain.LightSpecular = Settings.Default.LightSpecular;
            terrain.LightShininess = Settings.Default.LightShininess;
            terrain.Quality = Settings.Default.Quality;
            terrain.TerrainColor = Settings.Default.TerrainColor;
            terrain.BlockSize = Settings.Default.BlockSize;
            terrain.MinQuality = Settings.Default.MinQuality;

            terrain.Initialize();
        }
示例#4
0
        private void ChangeTerrain(TerrainType type)
        {
            ITerrain previousTerrain = terrain;

            terrain = TerrainFactory.GetTerrain(type, this);

            terrain.Heightmap = previousTerrain.Heightmap;
            terrain.Texture = previousTerrain.Texture;
            terrain.Bumpiness = previousTerrain.Bumpiness;
            terrain.FrustumCullingEnabled = previousTerrain.FrustumCullingEnabled;
            terrain.BruteForceEnabled = previousTerrain.BruteForceEnabled;
            terrain.TextureEnabled = previousTerrain.TextureEnabled;
            terrain.TextureResolution = previousTerrain.TextureResolution;
            terrain.HeightmapEnabled = previousTerrain.HeightmapEnabled;
            terrain.GeomorphEnabled = previousTerrain.GeomorphEnabled;
            terrain.LightEnabled = previousTerrain.LightEnabled;
            terrain.LightDiffuse = previousTerrain.LightDiffuse;
            terrain.LightDirection = previousTerrain.LightDirection;
            terrain.LightAmbient = previousTerrain.LightAmbient;
            terrain.LightSpecular = previousTerrain.LightSpecular;
            terrain.LightShininess = previousTerrain.LightShininess;
            terrain.Quality = previousTerrain.Quality;
            terrain.TerrainColor = previousTerrain.TerrainColor;
            terrain.BlockSize = previousTerrain.BlockSize;
            terrain.MinQuality = previousTerrain.MinQuality;

            terrain.Initialize();
        }