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adding worldspace info to terrain data structures
Rendering manager can have multiple terrain, one for each queried worldspace Terrain::World has a worldspace member storage functions require a worldspace parameter.
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17 changed files with 185 additions and 125 deletions
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@ -47,7 +47,7 @@ namespace Terrain
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mTextureManager = std::make_unique<TextureManager>(mResourceSystem->getSceneManager());
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mChunkManager = std::make_unique<ChunkManager>(
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mStorage, mResourceSystem->getSceneManager(), mTextureManager.get(), mCompositeMapRenderer);
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mStorage, mResourceSystem->getSceneManager(), mTextureManager.get(), mCompositeMapRenderer, mWorldspace);
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mChunkManager->setNodeMask(nodeMask);
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mCellBorder
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= std::make_unique<CellBorder>(this, mTerrainRoot.get(), borderMask, mResourceSystem->getSceneManager());
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@ -127,7 +127,7 @@ namespace Terrain
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float World::getHeightAt(const osg::Vec3f& worldPos)
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{
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return mStorage->getHeightAt(worldPos);
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return mStorage->getHeightAt(worldPos, mWorldspace);
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}
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void World::updateTextureFiltering()
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