Beispiel #1
0
void LandscapePropertyControl::SetLandscapeTexture(LandscapeNode::eTextureLevel level, const String &texturePathname)
{
    Texture::EnableMipmapGeneration();
    LandscapeNode *landscape = dynamic_cast<LandscapeNode*> (currentSceneNode);
    landscape->SetTexture(level, texturePathname);
    SceneValidator::Instance()->ValidateTexture(landscape->GetTexture(level));
    Texture::DisableMipmapGeneration();

    if(LandscapeNode::TEXTURE_TILE_FULL != level)
    {
        landscape->UpdateFullTiledTexture();   
    }
}
void LandscapePropertyControl::SetLandscapeTexture(LandscapeNode::eTextureLevel level, const String &texturePathname)
{
	LandscapeNode *landscape = GetLandscape();
	if (!landscape)
		return;

    landscape->SetTexture(level, texturePathname);
    SceneValidator::Instance()->ValidateTextureAndShowErrors(landscape->GetTexture(level), landscape->GetTextureName(level), Format("Landscape. TextureLevel %d", level));

    if(LandscapeNode::TEXTURE_TILE_FULL != level)
    {
        landscape->UpdateFullTiledTexture();   
    }
}