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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <TD><B>Documentation</B></TD>
+ <TD ALIGN=RIGHT>&nbsp;</td>
+</tr></table>
+<!-- Generated by Doxygen 1.2.2 on Mon May 14 22:34:14 2001 -->
+<center>
+<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_h-source.html">u_landscape.h</a>&gt;</code>
+<p>
+Inheritance diagram for NL3D::ULandscape<p><center><img src="class_NL3D__ULandscape_inherit_graph.gif" border="0" usemap="#NL3D::ULandscape_inherit_map" alt="Inheritance graph"></center>
+<map name="NL3D::ULandscape_inherit_map">
+<area href="class_NL3D__CLandscapeUser.html" shape="rect" coords="0,67,144,86">
+</map>
+<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center>Collaboration diagram for NL3D::ULandscape:<p><center><img src="class_NL3D__ULandscape_coll_graph.gif" border="0" usemap="#NL3D::ULandscape_coll_map" alt="Collaboration graph"></center>
+<map name="NL3D::ULandscape_coll_map">
+<area href="class_NL3D__CMiniCol.html" shape="rect" coords="5,83,115,101">
+<area href="class_NL3D__CLandscape.html" shape="rect" coords="0,0,120,19">
+</map>
+<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="class_NL3D__ULandscape-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 nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a0">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></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a1">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></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a2">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></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a3">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></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a4">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="#a4">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="class_NL3D__ULandscape.html#a5">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></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a6">getThreshold</a> () const = 0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get threshold.</em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a7">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></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a8">getTileNear</a> () const = 0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get tile near distance.</em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a9">setTileMaxSubdivision</a> (<a class="el" href="types_nl_h.html#a13">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></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="types_nl_h.html#a13">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a10">getTileMaxSubdivision</a> () = 0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get Maximum Tile subdivision.</em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual std::string&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a11">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="namespace_NL3D.html">NL3D</a> basis!).</em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual CVector&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a12">getHeightFieldDeltaZ</a> (float x, float y) 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></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#a13">setHeightField</a> (const <a class="el" href="class_NL3D__CHeightMap.html">CHeightMap</a> &amp;hf) = 0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the HeightField data.</em> <a href="#a13">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Public Attributes</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="class_NL3D__CMiniCol.html">CMiniCol</a>&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#m0">CollisionManager</a></td></tr>
+<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#b0">ULandscape</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>protected because created/deleted by <a class="el" href="class_NL3D__UScene.html">UScene</a>.</em> <a href="#b0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="class_NL3D__ULandscape.html#b1">~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(s): </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_h-source.html#l00052">52</a> of file <a class="el" href="u_landscape_h-source.html">u_landscape.h</a>.<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="b0" 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 nowrap valign="top"><b>
+NL3D::ULandscape::ULandscape (
+ </b></td>
+ <td valign="bottom"><b>
+)<code> [inline, protected]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+protected because created/deleted by <a class="el" href="class_NL3D__UScene.html">UScene</a>.
+<p>
+
+<p>
+Definition at line <a class="el" href="u_landscape_h-source.html#l00059">59</a> of file <a class="el" href="u_landscape_h-source.html">u_landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="b1" 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 nowrap valign="top"><b>
+NL3D::ULandscape::~ULandscape (
+ </b></td>
+ <td valign="bottom"><b>
+)<code> [inline, protected, virtual]</code>
+ </b></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_h-source.html#l00060">60</a> of file <a class="el" href="u_landscape_h-source.html">u_landscape.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="a12" 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 nowrap valign="top"><b>
+CVector NL3D::ULandscape::getHeightFieldDeltaZ (
+ </b></td>
+ <td valign="bottom"><b>
+float <em>x</em>,
+ </b></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td><b>
+float <em>y</em>&nbsp;) const<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a14">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a6" 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 nowrap valign="top"><b>
+float NL3D::ULandscape::getThreshold (
+ </b></td>
+ <td valign="bottom"><b>
+) const<code> [pure virtual]</code>
+ </b></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get threshold.
+<p>
+
+<p>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a8">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a10" 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 nowrap valign="top"><b>
+<a class="el" href="types_nl_h.html#a13">uint</a> NL3D::ULandscape::getTileMaxSubdivision (
+ </b></td>
+ <td valign="bottom"><b>
+)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a12">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a8" 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 nowrap valign="top"><b>
+float NL3D::ULandscape::getTileNear (
+ </b></td>
+ <td valign="bottom"><b>
+) const<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a10">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a11" 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 nowrap valign="top"><b>
+std::string NL3D::ULandscape::getZoneName (
+ </b></td>
+ <td valign="bottom"><b>
+const CVector &amp; <em>pos</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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="namespace_NL3D.html">NL3D</a> basis!).
+<p>
+
+<p>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a13">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a2" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::loadAllZonesAround (
+ </b></td>
+ <td valign="bottom"><b>
+const CVector &amp; <em>pos</em>,
+ </b></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td><b>
+float <em>radius</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a4">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a1" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::loadBankFiles (
+ </b></td>
+ <td valign="bottom"><b>
+const std::string &amp; <em>tileBankFile</em>,
+ </b></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td><b>
+const std::string &amp; <em>farBankFile</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a3">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a3" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::refreshZonesAround (
+ </b></td>
+ <td valign="bottom"><b>
+const CVector &amp; <em>pos</em>,
+ </b></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td><b>
+float <em>radius</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a5">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a13" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::setHeightField (
+ </b></td>
+ <td valign="bottom"><b>
+const <a class="el" href="class_NL3D__CHeightMap.html">CHeightMap</a> &amp; <em>hf</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a15">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a5" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::setThreshold (
+ </b></td>
+ <td valign="bottom"><b>
+float <em>thre</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a7">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a9" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::setTileMaxSubdivision (
+ </b></td>
+ <td valign="bottom"><b>
+<a class="el" href="types_nl_h.html#a13">uint</a> <em>tileDiv</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a11">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a7" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::setTileNear (
+ </b></td>
+ <td valign="bottom"><b>
+float <em>tileNear</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a9">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a0" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::setZonePath (
+ </b></td>
+ <td valign="bottom"><b>
+const std::string &amp; <em>zonePath</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a2">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<a name="a4" 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 nowrap valign="top"><b>
+void NL3D::ULandscape::setupStaticLight (
+ </b></td>
+ <td valign="bottom"><b>
+const CRGBA &amp; <em>diffuse</em>,
+ </b></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td><b>
+const CRGBA &amp; <em>ambiant</em>,
+ </b></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td><b>
+float <em>multiply</em>&nbsp;)<code> [pure virtual]</code>
+ </b></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>
+Reimplemented in <a class="el" href="class_NL3D__CLandscapeUser.html#a6">NL3D::CLandscapeUser</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Data Documentation</h2>
+<a name="m0" doxytag="NL3D::ULandscape::CollisionManager"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td nowrap valign="top"><b>
+<a class="el" href="class_NL3D__CMiniCol.html">CMiniCol</a> NL3D::ULandscape::CollisionManager
+ </b></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_h-source.html#l00068">68</a> of file <a class="el" href="u_landscape_h-source.html">u_landscape.h</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="u_landscape_h-source.html">u_landscape.h</a></ul>
+
+
+<!-- footer -->
+<BR><FONT Size=+5>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </FONT>
+</TD>
+<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD>
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