void CTerritoryTexture::BindTexture(int unit) { if (UpdateDirty()) RecomputeTexture(unit); g_Renderer.BindTexture(unit, m_Texture); }
GLuint CTerritoryTexture::GetTexture() { if (UpdateDirty()) RecomputeTexture(0); return m_Texture; }
const CMatrix3D* CTerritoryTexture::GetMinimapTextureMatrix() { ENSURE(!UpdateDirty()); return &m_MinimapTextureMatrix; }
const float* CTerritoryTexture::GetTextureMatrix() { ENSURE(!UpdateDirty()); return &m_TextureMatrix._11; }
void LinkedNode::UpdateActive(f32 delta_time) { UpdateDirty(); UpdateIfInCamera(NULL,delta_time); }