void CEditor::DefineTerrain(long x, long y, bool flat ) { // if a file is available, use it // if not, generate file from import // Usually in a real project you'll know whether the compact terrain data is // available or not; I'm doing it this way to save distribution size if (flat) { mTerrainGroup->defineTerrain(x, y, 0.0f); } else { Ogre::String filename = mTerrainGroup->generateFilename(x, y); if (Ogre::ResourceGroupManager::getSingleton().resourceExists(mTerrainGroup->getResourceGroup(), filename)) { mTerrainGroup->defineTerrain(x, y); } else { Ogre::Image img; GetTerrainImage(x % 2 != 0, y % 2 != 0, img); mTerrainGroup->defineTerrain(x, y, &img); bool mTerrainsImported = true; } } }
void TerrainManager::DefineTerrain(long x, long y) { Ogre::String filename = mTerrainGroup->generateFilename(x, y); if (Ogre::ResourceGroupManager::getSingleton().resourceExists(mTerrainGroup->getResourceGroup(), filename)) { mTerrainGroup->defineTerrain(x, y); } else { Ogre::Image img; GetTerrainImage(x % 2 != 0, y % 2 != 0, img); mTerrainGroup->defineTerrain(x, y, &img); mTerrainsImported = true; } }