bool NzMaterial::SetHeightMap(const NzString& texturePath) { std::unique_ptr<NzTexture> texture(new NzTexture); if (!texture->LoadFromFile(texturePath)) { NazaraError("Failed to load texture from \"" + texturePath + '"'); return false; } texture->SetPersistent(false); SetHeightMap(texture.get()); texture.release(); return true; }
int main(int argc, char **argv) { /* Create the heightMap */ SetHeightMap(); /* Test printout for the fractal for(int x=0; x<gridSize; x++) for(int y=0; y<gridSize; y++) printf("heightMap[%d][%d] is %f\n", x, y, heightMap[x][y]);*/ /* Create adjacency list */ createAdjacencyList(); printf("Number of dots is %d\n", numDots); /* create objects*/ createPacman(); createGhosts(); /* Initialise GLUT - our window, our callbacks, etc */ InitialiseGLUT(argc, argv); /* Do any one-time openGl initialisation that we might require */ InitialiseOpenGL(); /* Start up our timer. */ InitialiseTimer(); /* Start drawing the scene */ InitialiseScene(); /* Enter the main loop */ glutIdleFunc(UpdateFrame); glutMainLoop(); /* when the window closes, we will end up here. */ return 0; }
void BattleView::SetSimulator(BattleSimulator* simulator) { if (simulator == _simulator) return; if (_simulator != nullptr) { for (Unit* unit : _simulator->GetUnits()) OnRemoveUnit(unit); _simulator->RemoveObserver(this); } _simulator = simulator; SetHeightMap(simulator->GetHeightMap()); delete _casualtyMarker; _casualtyMarker = new CasualtyMarker(_simulator); GroundMap* groundMap = simulator->GetGroundMap(); if (groundMap != nullptr) OnSetGroundMap(simulator->GetGroundMap()); _simulator->AddObserver(this); }