示例#1
0
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;
		}

	}
}
示例#2
0
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;
    }
}