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29 #ifndef __Ogre_TerrainAutoUpdateLod_H__
30 #define __Ogre_TerrainAutoUpdateLod_H__
virtual void autoUpdateLod(Terrain *terrain, bool synchronous, const Any &data)
Method to be called to change terrain's LOD level.
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
void autoUpdateLodByDistance(Terrain *terrain, bool synchronous, const Real holdDistance)
Modifies Terrain's LOD level according to it's distance from camera.
static TerrainAutoUpdateLod * getAutoUpdateLod(uint32 strategy)
A viewpoint from which the scene will be rendered.
virtual void autoUpdateLod(Terrain *terrain, bool synchronous, const Any &data)=0
Method to be called to change terrain's LOD level.
#define _OgreTerrainExport
virtual uint32 getStrategyId()
The main containing class for a chunk of terrain.
Variant type that can hold Any other type.
Class implementing TerrainAutoUpdateLod interface.
int traverseTreeByDistance(TerrainQuadTreeNode *node, const Camera *cam, Real cFactor, const Real holdDistance)
Traverse Terrain's QuadTree and calculate what LOD level is needed.
A node in a quad tree used to store a patch of terrain.
virtual uint32 getStrategyId()=0
TerrainAutoUpdateLodStrategy
virtual ~TerrainAutoUpdateLod()
float Real
Software floating point type.
Terrain automatic LOD loading.
Copyright © 2012 Torus Knot Software Ltd

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