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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>NL3D::ULandscape Class Reference</h1>Game Interface for manipulate Landscape.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="u__landscape_8h-source.html">u_landscape.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::ULandscape:
+<p><center><img src="classNL3D_1_1ULandscape.gif" usemap="#NL3D::ULandscape_map" border="0"></center>
+<map name="NL3D::ULandscape_map">
+<area href="classNL3D_1_1CLandscapeUser.html" alt="NL3D::CLandscapeUser" shape="rect" coords="0,56,147,80">
+</map>
+<a href="classNL3D_1_1ULandscape-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Load</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_0">setZonePath</a> (const std::string &amp;zonePath)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the zonePath from where zones are loaded.</em> <a href="#z44_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_1">loadBankFiles</a> (const std::string &amp;tileBankFile, const std::string &amp;farBankFile)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Load the tile banks: the ".bank" and the ".farbank".</em> <a href="#z44_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_2">loadAllZonesAround</a> (const CVector &amp;pos, float radius)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Load all Zones around a position. This is a blocking call.</em> <a href="#z44_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_3">loadAllZonesAround</a> (const CVector &amp;pos, float radius, std::vector&lt; std::string &gt; &amp;zonesAdded)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Load all Zones around a position.</em> <a href="#z44_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_4">refreshZonesAround</a> (const CVector &amp;pos, float radius)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete old zones, or load new zones, around a position. new Zones are loaded async.</em> <a href="#z44_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_5">refreshZonesAround</a> (const CVector &amp;pos, float radius, std::string &amp;zoneAdded, std::string &amp;zoneRemoved)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete old zones, or load new zones, around a position.</em> <a href="#z44_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_6">refreshAllZonesAround</a> (const CVector &amp;pos, float radius, std::vector&lt; std::string &gt; &amp;zonesAdded, std::vector&lt; std::string &gt; &amp;zonesRemoved)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete old zones, or load new zones, around a position, until it is finished. This is a blocking call.</em> <a href="#z44_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z44_7">getAllZoneLoaded</a> (std::vector&lt; std::string &gt; &amp;zoneLoaded) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get list of zones currently loaded in landscape.</em> <a href="#z44_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Lighting</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_0">setupStaticLight</a> (const CRGBA &amp;diffuse, const CRGBA &amp;ambiant, float multiply)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Setup the light color use for static illumination.</em> <a href="#z45_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_1">setPointLightDiffuseMaterial</a> (CRGBA diffuse)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Setup the equivalent material diffuse component used for both Static and Dynamic PointLights.</em> <a href="#z45_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual CRGBA&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_2">getPointLightDiffuseMaterial</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_3">setPointLightFactor</a> (const std::string &amp;lightGroupName, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> nFactor)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the Light factor for all pointLights in All zones with LightGroupName= "lightGroupName".</em> <a href="#z45_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_4">setUpdateLightingFrequency</a> (float freq)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the frequency of lighting update.</em> <a href="#z45_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_5">updateLightingAll</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>update the lighting of ALL patch (slow method).</em> <a href="#z45_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_6">enableAdditive</a> (bool enable)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set additive Lighting.</em> <a href="#z45_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z45_7">isAdditiveEnabled</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get additive Lighting.</em> <a href="#z45_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Parameters</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_0">setThreshold</a> (float thre)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.</em> <a href="#z46_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_1">getThreshold</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get threshold.</em> <a href="#z46_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_2">setTileNear</a> (float tileNear)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set tile near distance. Default 50.f. maximized to length of Far alpha transition).</em> <a href="#z46_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_3">getTileNear</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get tile near distance.</em> <a href="#z46_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_4">setTileMaxSubdivision</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> tileDiv)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ).</em> <a href="#z46_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z46_5">getTileMaxSubdivision</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get Maximum Tile subdivision.</em> <a href="#z46_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Misc</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual std::string&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z47_0">getZoneName</a> (const CVector &amp;pos)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Return the name of the zone around a particular position (in <a class="el" href="namespaceNL3D.html">NL3D</a> basis!).</em> <a href="#z47_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z47_1">show</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>show the landscape. visible by default.</em> <a href="#z47_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z47_2">hide</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>hide the landscape. It is nor refined, nor rendered (=&gt; take 0 CPU time).</em> <a href="#z47_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">HeightField DeltaZ.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual CVector&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z48_0">getHeightFieldDeltaZ</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>, float <a class="el" href="driver__opengl__extension__def_8h.html#a365">y</a>) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned.</em> <a href="#z48_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z48_1">setHeightField</a> (const <a class="el" href="classNL3D_1_1CHeightMap.html">CHeightMap</a> &amp;hf)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the HeightField data.</em> <a href="#z48_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z49_0">enableVegetable</a> (bool enable)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>enable the vegetable management in landscape.</em> <a href="#z49_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z49_1">loadVegetableTexture</a> (const std::string &amp;textureFileName)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>load a texture for the vegetable, lookup in CPath.</em> <a href="#z49_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z49_2">setupVegetableLighting</a> (const CRGBA &amp;ambient, const CRGBA &amp;diffuse, const CVector &amp;directionalLight)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>setup lighting ambient and diffuse for vegetable.</em> <a href="#z49_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z49_3">setVegetableWind</a> (const CVector &amp;windDir, float windFreq, float windPower, float windBendMin)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the vegetable Wind for animation.</em> <a href="#z49_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z49_4">setVegetableUpdateLightingFrequency</a> (float freq)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the frequency of Vegetable lighting update.</em> <a href="#z49_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Dynamic Lighting management</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z50_0">setDLMGlobalVegetableColor</a> (CRGBA gvc)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For Vegetable Dynamic ligthing only: this is an approximate color of all vegetables.</em> <a href="#z50_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual CRGBA&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z50_1">getDLMGlobalVegetableColor</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1ULandscape.html#z50_0">setDLMGlobalVegetableColor</a>().</em> <a href="#z50_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z43_0">ULandscape</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html#z43_1">~ULandscape</a> ()</td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Game Interface for manipulate Landscape.
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2001 </dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="u__landscape_8h-source.html#l00051">51</a> of file <a class="el" href="u__landscape_8h-source.html">u_landscape.h</a>.<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="z43_0" doxytag="NL3D::ULandscape::ULandscape"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::ULandscape::ULandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, protected]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="u__landscape_8h-source.html#l00058">58</a> of file <a class="el" href="u__landscape_8h-source.html">u_landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="z43_1" doxytag="NL3D::ULandscape::~ULandscape"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual NL3D::ULandscape::~ULandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, protected, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="u__landscape_8h-source.html#l00059">59</a> of file <a class="el" href="u__landscape_8h-source.html">u_landscape.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="z45_6" doxytag="NL3D::ULandscape::enableAdditive"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::enableAdditive </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>enable</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set additive Lighting.
+<p>
+Disabled by default. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>enable</em>&nbsp;</td><td>
+is true to activbe additive, false to disactive it. </td></tr>
+</table>
+</dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z504_3">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z49_0" doxytag="NL3D::ULandscape::enableVegetable"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::enableVegetable </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>enable</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+enable the vegetable management in landscape.
+<p>
+Valid only if Hardware support VertexShader.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z506_0">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z44_7" doxytag="NL3D::ULandscape::getAllZoneLoaded"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::getAllZoneLoaded </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">std::vector&lt; std::string &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>zoneLoaded</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get list of zones currently loaded in landscape.
+<p>
+\zonesLoaded array of name of the zones added, without extension (eg: "150_EM").
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_7">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z50_1" doxytag="NL3D::ULandscape::getDLMGlobalVegetableColor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual CRGBA NL3D::ULandscape::getDLMGlobalVegetableColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see <a class="el" href="classNL3D_1_1ULandscape.html#z50_0">setDLMGlobalVegetableColor</a>().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z507_1">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z48_0" doxytag="NL3D::ULandscape::getHeightFieldDeltaZ"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual CVector NL3D::ULandscape::getHeightFieldDeltaZ </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>x</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>y</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z505_0">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z45_2" doxytag="NL3D::ULandscape::getPointLightDiffuseMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual CRGBA NL3D::ULandscape::getPointLightDiffuseMaterial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1ULandscape.html#z45_1">setPointLightDiffuseMaterial</a> </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_2">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z46_1" doxytag="NL3D::ULandscape::getThreshold"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::ULandscape::getThreshold </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get threshold.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z503_1">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z46_5" doxytag="NL3D::ULandscape::getTileMaxSubdivision"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::ULandscape::getTileMaxSubdivision </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get Maximum Tile subdivision.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z503_5">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z46_3" doxytag="NL3D::ULandscape::getTileNear"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::ULandscape::getTileNear </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get tile near distance.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z503_3">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z47_0" doxytag="NL3D::ULandscape::getZoneName"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual std::string NL3D::ULandscape::getZoneName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pos</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Return the name of the zone around a particular position (in <a class="el" href="namespaceNL3D.html">NL3D</a> basis!).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z504_0">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z47_2" doxytag="NL3D::ULandscape::hide"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::hide </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+hide the landscape. It is nor refined, nor rendered (=&gt; take 0 CPU time).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z504_2">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z45_7" doxytag="NL3D::ULandscape::isAdditiveEnabled"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::ULandscape::isAdditiveEnabled </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get additive Lighting.
+<p>
+<dl compact><dt><b>
+Returns: </b><dd>
+true to if additive is actived, else false. </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z504_4">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z44_3" doxytag="NL3D::ULandscape::loadAllZonesAround"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadAllZonesAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>radius</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; std::string &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zonesAdded</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Load all Zones around a position.
+<p>
+This is a blocking call. \zonesAdded array of name of the zones added, without extension (eg: "150_EM").
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_3">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z44_2" doxytag="NL3D::ULandscape::loadAllZonesAround"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadAllZonesAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>radius</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Load all Zones around a position. This is a blocking call.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_2">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z44_1" doxytag="NL3D::ULandscape::loadBankFiles"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadBankFiles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileBankFile</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>farBankFile</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Load the tile banks: the ".bank" and the ".farbank".
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_1">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z49_1" doxytag="NL3D::ULandscape::loadVegetableTexture"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::loadVegetableTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>textureFileName</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+load a texture for the vegetable, lookup in CPath.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z506_1">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z44_6" doxytag="NL3D::ULandscape::refreshAllZonesAround"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::refreshAllZonesAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>radius</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; std::string &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zonesAdded</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; std::string &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zonesRemoved</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete old zones, or load new zones, around a position, until it is finished. This is a blocking call.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_6">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z44_5" doxytag="NL3D::ULandscape::refreshZonesAround"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::refreshZonesAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>radius</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zoneAdded</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zoneRemoved</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete old zones, or load new zones, around a position.
+<p>
+new Zones are loaded async. This method add or remove only one zone at a time. \zoneRemoved name of the zone removed, without extension (eg: "150_EM"). "" if none. \zoneAdded name of the zone added, without extension (eg: "150_EM"). "" if none.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_5">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z44_4" doxytag="NL3D::ULandscape::refreshZonesAround"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::refreshZonesAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>radius</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete old zones, or load new zones, around a position. new Zones are loaded async.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_4">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z50_0" doxytag="NL3D::ULandscape::setDLMGlobalVegetableColor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setDLMGlobalVegetableColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>gvc</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For Vegetable Dynamic ligthing only: this is an approximate color of all vegetables.
+<p>
+Default is (180, 180, 180).
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z507_0">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z48_1" doxytag="NL3D::ULandscape::setHeightField"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setHeightField </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CHeightMap.html">CHeightMap</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>hf</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the HeightField data.
+<p>
+NB: take lot of place in memory. only one is possible. You should setup this heightfield around the zones which will be loaded. It is applied only when a zone is loaded, so you should setup it 2km around the user, each time you move too far from a previous place (eg 160m from last setup).
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z505_1">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z45_1" doxytag="NL3D::ULandscape::setPointLightDiffuseMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setPointLightDiffuseMaterial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>diffuse</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Setup the equivalent material diffuse component used for both Static and Dynamic PointLights.
+<p>
+Default is White.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_1">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z45_3" doxytag="NL3D::ULandscape::setPointLightFactor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setPointLightFactor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lightGroupName</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>nFactor</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the Light factor for all pointLights in All zones with LightGroupName= "lightGroupName".
+<p>
+Additionaly, it stores a map&lt;lightGroupName, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> nFactor&gt;, so each added zone will be correclty assigned.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_3">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z46_0" doxytag="NL3D::ULandscape::setThreshold"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setThreshold </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>thre</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z503_0">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z46_4" doxytag="NL3D::ULandscape::setTileMaxSubdivision"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setTileMaxSubdivision </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tileDiv</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z503_4">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z46_2" doxytag="NL3D::ULandscape::setTileNear"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setTileNear </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tileNear</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set tile near distance. Default 50.f. maximized to length of Far alpha transition).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z503_2">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z45_4" doxytag="NL3D::ULandscape::setUpdateLightingFrequency"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setUpdateLightingFrequency </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>freq</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the frequency of lighting update.
+<p>
+If freq==1, ALL patchs are updated each second. e.g: if 1/20, then every 20 seconds, all patchs are updated. If you set 0, no update will be done at all (this is the default setup!!).
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_4">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z45_0" doxytag="NL3D::ULandscape::setupStaticLight"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setupStaticLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>diffuse</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ambiant</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>multiply</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Setup the light color use for static illumination.
+<p>
+NB: This setup will be visible only for new texture far/near computed (when player move or see dynamic lighting).<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>diffuse</em>&nbsp;</td><td>
+is the color of the diffuse componante of the lighting. </td></tr>
+<tr><td valign=top><em>ambiant</em>&nbsp;</td><td>
+is the color of the ambiante componante of the lighting. </td></tr>
+<tr><td valign=top><em>multiply</em>&nbsp;</td><td>
+is the multiply factor. Final color is (diffuse*multiply*shading+ambiant*(1.0-shading)) </td></tr>
+</table>
+</dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_0">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z49_2" doxytag="NL3D::ULandscape::setupVegetableLighting"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setupVegetableLighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ambient</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>diffuse</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>directionalLight</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+setup lighting ambient and diffuse for vegetable.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z506_2">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z49_4" doxytag="NL3D::ULandscape::setVegetableUpdateLightingFrequency"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setVegetableUpdateLightingFrequency </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>freq</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the frequency of Vegetable lighting update.
+<p>
+If freq==1, ALL lighted igs are updated each second. e.g: if 1/20, then every 20 seconds, all Igs are updated. If you set 0, no update will be done at all (this is the default setup!!).
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z506_4">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z49_3" doxytag="NL3D::ULandscape::setVegetableWind"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setVegetableWind </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>windDir</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>windFreq</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>windPower</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>windBendMin</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the vegetable Wind for animation.
+<p>
+All thoses variables may be modified each frame without penalty.<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>windDir</em>&nbsp;</td><td>
+is the direction of the wind. NB: only XY direction is kept. </td></tr>
+<tr><td valign=top><em>windFreq</em>&nbsp;</td><td>
+is the frequency for the animation (speed) </td></tr>
+<tr><td valign=top><em>windPower</em>&nbsp;</td><td>
+is the power of the wind, and is a factor (0..1) of Bend </td></tr>
+<tr><td valign=top><em>windBendMin</em>&nbsp;</td><td>
+is a value in (0..1) which indicate how much the vegetables are bended at minimum (for very powerfull wind) </td></tr>
+</table>
+</dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z506_3">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z44_0" doxytag="NL3D::ULandscape::setZonePath"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::setZonePath </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>zonePath</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the zonePath from where zones are loaded.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z501_0">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z47_1" doxytag="NL3D::ULandscape::show"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::show </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+show the landscape. visible by default.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z504_1">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="z45_5" doxytag="NL3D::ULandscape::updateLightingAll"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::ULandscape::updateLightingAll </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+update the lighting of ALL patch (slow method).
+<p>
+NB: work even if UpdateLightingFrequency==0 Additionaly, vegetables are also ALL updated. WARNING!! If Scene Lighting is enabled (usual case), vegetable lighting setup take last Sun setup at <a class="el" href="classNL3D_1_1UScene.html#z73_0">UScene::render</a>(). Hence, you should force the new lighting setup with <a class="el" href="classNL3D_1_1ULandscape.html#z49_2">ULandscape::setupVegetableLighting</a>(), before calling <a class="el" href="classNL3D_1_1ULandscape.html#z45_5">updateLightingAll</a>().
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CLandscapeUser.html#z502_5">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="u__landscape_8h-source.html">u_landscape.h</a></ul>
+
+
+<!-- footer -->
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