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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
commit0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch)
tree2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/doxygen/nel/patch_8cpp-source.html
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+<hr><h1>patch.cpp</h1><a href="patch_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028
+00029 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="tessellation_8h.html">3d/tessellation.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="bezier__patch_8h.html">3d/bezier_patch.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font>
+00035 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
+00036 <font class="preprocessor">#include "<a class="code" href="patchuv__locator_8h.html">3d/patchuv_locator.h</a>"</font>
+00037 <font class="preprocessor">#include "<a class="code" href="vegetable__manager_8h.html">3d/vegetable_manager.h</a>"</font>
+00038 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
+00039 <font class="preprocessor">#include "<a class="code" href="light__influence__interpolator_8h.html">3d/light_influence_interpolator.h</a>"</font>
+00040 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font>
+00041
+00042 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00043 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00044
+00045
+00046 <font class="keyword">namespace </font>NL3D
+00047 {
+00048
+00049
+00050 <font class="comment">// ***************************************************************************</font>
+<a name="l00051"></a><a class="code" href="classNL3D_1_1CPatch.html#r1">00051</a> CBezierPatch CPatch::CachePatch;
+<a name="l00052"></a><a class="code" href="classNL3D_1_1CPatch.html#r2">00052</a> <font class="keyword">const</font> CPatch *CPatch::LastPatch= NULL;
+<a name="l00053"></a><a class="code" href="classNL3D_1_1CPatch.html#r0">00053</a> uint32 CPatch::_Version=7;
+00054
+00055
+00056 <font class="comment">// ***************************************************************************</font>
+<a name="l00057"></a><a class="code" href="classNL3D_1_1CPatch.html#a0">00057</a> CPatch::CPatch()
+00058 {
+00059 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>= NULL;
+00060 <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>=0;
+00061 <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>=0;
+00062 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>=NULL;
+00063 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>=NULL;
+00064 <a class="code" href="classNL3D_1_1CPatch.html#z678_2">TessBlockRefCount</a>=0;
+00065 <a class="code" href="classNL3D_1_1CPatch.html#o25">Clipped</a>=<font class="keyword">false</font>;
+00066 <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>= <font class="keyword">true</font>;
+00067 <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a>= <font class="keyword">true</font>;
+00068 <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>= 0;
+00069
+00070 <font class="comment">// for Pacs process. By default, false.</font>
+00071 <a class="code" href="classNL3D_1_1CPatch.html#o4">ExcludeFromRefineAll</a>= <font class="keyword">false</font>;
+00072
+00073 <font class="comment">// Init Passes.</font>
+00074 <font class="comment">// DO NOT FILL Patch here, because of operator= problem. do it in compile().</font>
+00075 <font class="comment">// By default, RdrPasses are NULL.</font>
+00076
+00077 <font class="comment">// To force computation of texture info on next preRender().</font>
+00078 <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= -1;
+00079 <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= -1;
+00080
+00081 <font class="comment">// Default: not binded.</font>
+00082 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[0]= NULL;
+00083 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[1]= NULL;
+00084 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[2]= NULL;
+00085 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[3]= NULL;
+00086 <a class="code" href="classNL3D_1_1CPatch.html#z668_2">NoiseRotation</a>= 0;
+00087 <font class="comment">// No smooth by default.</font>
+00088 <a class="code" href="classNL3D_1_1CPatch.html#z668_3">_CornerSmoothFlag</a>= 0;
+00089
+00090 <font class="comment">// MasterBlock never clipped.</font>
+00091 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.resetClip();
+00092
+00093 <font class="comment">// Init UL circular list to NULL (not compiled)</font>
+00094 <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>= NULL;
+00095 <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>= NULL;
+00096
+00097 <font class="comment">// Dynamic LightMap</font>
+00098 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>= NULL;
+00099 <a class="code" href="classNL3D_1_1CPatch.html#z688_3">_DLMContextRefCount</a>= 0;
+00100 }
+00101 <font class="comment">// ***************************************************************************</font>
+<a name="l00102"></a><a class="code" href="classNL3D_1_1CPatch.html#a1">00102</a> CPatch::~CPatch()
+00103 {
+00104 <a class="code" href="classNL3D_1_1CPatch.html#a3">release</a>();
+00105 }
+00106
+00107 <font class="comment">// ***************************************************************************</font>
+<a name="l00108"></a><a class="code" href="classNL3D_1_1CPatch.html#a3">00108</a> <font class="keywordtype">void</font> CPatch::release()
+00109 {
+00110 <font class="keywordflow">if</font>(Zone)
+00111 {
+00112 <font class="comment">// First, delete the VB if the zone was removed while the patch is visible.</font>
+00113 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>)
+00114 {
+00115 <font class="comment">// release VertexBuffer.</font>
+00116 <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>();
+00117
+00118 <font class="comment">// Flag.</font>
+00119 <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>= <font class="keyword">true</font>;
+00120 }
+00121
+00122 <font class="comment">// THIS PATCH MSUT BE UNBOUND FIRST!!!!!</font>
+00123 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+00124 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;isLeaf());
+00125 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FLeft == NULL);
+00126 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FRight == NULL);
+00127 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FLeft == NULL);
+00128 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FRight == NULL);
+00129
+00130 <font class="comment">// Free renderPass of landscape, and maybe force computation of texture info on next preRender().</font>
+00131 <font class="comment">// Must do it here, before deletion of Zone, OrderS/T etc...</font>
+00132 <a class="code" href="classNL3D_1_1CPatch.html#a28">resetRenderFar</a>();
+00133
+00134 <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;deleteTessFace(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>);
+00135 <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;deleteTessFace(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+00136 <font class="comment">// Vertices are smartptr/deleted in zone.</font>
+00137 }
+00138
+00139 <font class="comment">// Flag the fact that this patch can't be rendered.</font>
+00140 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.Patch= NULL;
+00141 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.Patch= NULL;
+00142 <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>=0;
+00143 <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>=0;
+00144 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>=NULL;
+00145 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>=NULL;
+00146 <a class="code" href="classNL3D_1_1CPatch.html#z680_2">clearTessBlocks</a>();
+00147 <a class="code" href="classNL3D_1_1CPatch.html#z680_1">resetMasterBlock</a>();
+00148 <a class="code" href="classNL3D_1_1CPatch.html#o25">Clipped</a>=<font class="keyword">false</font>;
+00149 <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>= <font class="keyword">true</font>;
+00150 <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a>= <font class="keyword">true</font>;
+00151
+00152 <font class="comment">// the pathc is uncompiled. must do it after clearTessBlocks(), because may use it </font>
+00153 <font class="comment">// for vegetable manager, and for updateLighting</font>
+00154 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>= NULL;
+00155
+00156 <font class="comment">// uncompile: reset UpdateLighting circular list to NULL.</font>
+00157 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>!= NULL)
+00158 {
+00159 <font class="comment">// verify the patch is correctly unlinked from any ciruclar list.</font>
+00160 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>==<font class="keyword">this</font> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>==<font class="keyword">this</font>);
+00161 }
+00162 <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>= NULL;
+00163 <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>= NULL;
+00164
+00165 <font class="comment">// DynamciLightMap: release the _DLMContext if still exist.</font>
+00166 <font class="keywordflow">if</font>(_DLMContext)
+00167 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>;
+00168 <font class="comment">// reset</font>
+00169 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>= NULL;
+00170 <a class="code" href="classNL3D_1_1CPatch.html#z688_3">_DLMContextRefCount</a>= 0;
+00171 }
+00172
+00173
+00174 <font class="comment">// ***************************************************************************</font>
+<a name="l00175"></a><a class="code" href="classNL3D_1_1CPatch.html#a45">00175</a> CBezierPatch *CPatch::unpackIntoCache()<font class="keyword"> const</font>
+00176 <font class="keyword"></font>{
+00177 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#r2">LastPatch</a>!=<font class="keyword">this</font>)
+00178 {
+00179 <a class="code" href="classNL3D_1_1CPatch.html#a33">unpack</a>(<a class="code" href="classNL3D_1_1CPatch.html#r1">CachePatch</a>);
+00180 <a class="code" href="classNL3D_1_1CPatch.html#r2">LastPatch</a>=<font class="keyword">this</font>;
+00181 }
+00182 <font class="keywordflow">return</font> &amp;<a class="code" href="classNL3D_1_1CPatch.html#r1">CachePatch</a>;
+00183 }
+00184 <font class="comment">// ***************************************************************************</font>
+<a name="l00185"></a><a class="code" href="classNL3D_1_1CPatch.html#a33">00185</a> <font class="keywordtype">void</font> CPatch::unpack(CBezierPatch &amp;p)<font class="keyword"> const</font>
+00186 <font class="keyword"></font>{
+00187 sint i;
+00188 <font class="keyword">const</font> CVector &amp;bias= <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;getPatchBias();
+00189 <font class="keywordtype">float</font> scale= <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;getPatchScale();
+00190
+00191 <font class="keywordflow">for</font>(i=0;i&lt;4;i++)
+00192 <a class="code" href="classNL3D_1_1CPatch.html#m0">Vertices</a>[i].unpack(p.Vertices[i], bias, scale);
+00193 <font class="keywordflow">for</font>(i=0;i&lt;8;i++)
+00194 <a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[i].unpack(p.Tangents[i], bias, scale);
+00195 <font class="keywordflow">for</font>(i=0;i&lt;4;i++)
+00196 <a class="code" href="classNL3D_1_1CPatch.html#m2">Interiors</a>[i].unpack(p.Interiors[i], bias, scale);
+00197 }
+00198 <font class="comment">// ***************************************************************************</font>
+<a name="l00199"></a><a class="code" href="classNL3D_1_1CPatch.html#c3">00199</a> <font class="keywordtype">void</font> CPatch::computeDefaultErrorSize()
+00200 {
+00201 CBezierPatch &amp;p= *<a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
+00202 CVector &amp;v0= p.Vertices[0];
+00203 CVector &amp;v1= p.Vertices[1];
+00204 CVector &amp;v2= p.Vertices[2];
+00205
+00206 <font class="comment">// \todo yoyo: TODO_NOISE: modulate this value with tangents (roundiness of patch), and with the displacement map.</font>
+00207 <a class="code" href="classNL3D_1_1CPatch.html#o8">ErrorSize</a>= ((v1 - v0)^(v2 - v0)).norm();
+00208
+00209 }
+00210
+00211
+00212
+00213 <font class="comment">// ***************************************************************************</font>
+<a name="l00214"></a><a class="code" href="classNL3D_1_1CPatch.html#z683_0">00214</a> <font class="keywordtype">void</font> CPatch::buildBBoxFromBezierPatch(<font class="keyword">const</font> CBezierPatch &amp;p, CAABBox &amp;ret)<font class="keyword"> const</font>
+00215 <font class="keyword"></font>{
+00216 <font class="comment">// Because of the structure of CAABBox, extend() is not fast enough for us. first compute bmin, bmax,</font>
+00217 <font class="comment">// then compute the bbox.</font>
+00218 CVector bmin= p.Vertices[0];
+00219 CVector bmax= bmin;
+00220
+00221 sint i;
+00222 <font class="keywordflow">for</font>(i=0;i&lt;4;i++)
+00223 {
+00224 bmin.minof(bmin, p.Vertices[i]);
+00225 bmax.maxof(bmax, p.Vertices[i]);
+00226 }
+00227 <font class="keywordflow">for</font>(i=0;i&lt;8;i++)
+00228 {
+00229 bmin.minof(bmin, p.Tangents[i]);
+00230 bmax.maxof(bmax, p.Tangents[i]);
+00231 }
+00232 <font class="keywordflow">for</font>(i=0;i&lt;4;i++)
+00233 {
+00234 bmin.minof(bmin, p.Interiors[i]);
+00235 bmax.maxof(bmax, p.Interiors[i]);
+00236 }
+00237
+00238 <font class="comment">// Modulate with the maximum displacement map (usefull for patch clipping).</font>
+00239 <font class="keyword">static</font> CVector vectorNoiseMax(<a class="code" href="patch_8h.html#a11">NL3D_NOISE_MAX</a>, <a class="code" href="patch_8h.html#a11">NL3D_NOISE_MAX</a>, <a class="code" href="patch_8h.html#a11">NL3D_NOISE_MAX</a>);
+00240 bmin-= vectorNoiseMax;
+00241 bmax+= vectorNoiseMax;
+00242 <font class="comment">// NB: this is not very optimal, since the BBox may be very too big. eg: patch 16mx16m =&gt; bbox 18mx18m.</font>
+00243 <font class="comment">// But remind that tessblocks do not use this BBox, and are computed with the real geometry.</font>
+00244
+00245 ret.setMinMax(bmin, bmax);
+00246 }
+00247
+00248
+00249 <font class="comment">// ***************************************************************************</font>
+<a name="l00250"></a><a class="code" href="classNL3D_1_1CPatch.html#a14">00250</a> CAABBox CPatch::buildBBox()<font class="keyword"> const</font>
+00251 <font class="keyword"></font>{
+00252 CBezierPatch &amp;p= *<a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
+00253
+00254 <font class="comment">// Compute Bounding Box. (easiest way...)</font>
+00255 CAABBox ret;
+00256 <a class="code" href="classNL3D_1_1CPatch.html#z683_0">buildBBoxFromBezierPatch</a>(p, ret);
+00257
+00258 <font class="keywordflow">return</font> ret;
+00259 }
+00260
+00261
+00262 <font class="comment">// ***************************************************************************</font>
+<a name="l00263"></a><a class="code" href="classNL3D_1_1CPatch.html#z670_0">00263</a> <font class="keywordtype">void</font> CPatch::addTrianglesInBBox(CPatchIdent paId, <font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CTrianglePatch&gt; &amp;triangles, uint8 tileTessLevel)<font class="keyword"> const</font>
+00264 <font class="keyword"></font>{
+00265 CBezierPatch &amp;bpatch= *<a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
+00266
+00267 <font class="comment">// call with the whole root patch.</font>
+00268 <a class="code" href="classNL3D_1_1CPatch.html#z683_1">addTrianglesInBBoxRecurs</a>(paId, bbox, triangles, tileTessLevel, bpatch, 0, <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>, 0, <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>);
+00269 }
+00270
+00271
+00272 <font class="comment">// ***************************************************************************</font>
+<a name="l00273"></a><a class="code" href="classNL3D_1_1CPatch.html#z683_1">00273</a> <font class="keywordtype">void</font> CPatch::addTrianglesInBBoxRecurs(CPatchIdent paId, <font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CTrianglePatch&gt; &amp;triangles, uint8 tessLevel,
+00274 <font class="keyword">const</font> CBezierPatch &amp;pa, uint8 s0, uint8 s1, uint8 t0, uint8 t1)<font class="keyword"> const</font>
+00275 <font class="keyword"></font>{
+00276 uint8 lenS=s1-s0, lenT=t1-t0;
+00277 <a class="code" href="debug_8h.html#a6">nlassert</a>(lenS&gt;0);
+00278 <a class="code" href="debug_8h.html#a6">nlassert</a>(lenT&gt;0);
+00279
+00280 <font class="comment">// compute and compare bbox of the subdivision patch against request bbox.</font>
+00281 <font class="comment">//========================</font>
+00282 <font class="comment">// NB: this compute includes possible noise.</font>
+00283 CAABBox paBBox;
+00284 <a class="code" href="classNL3D_1_1CPatch.html#z683_0">buildBBoxFromBezierPatch</a>(pa, paBBox);
+00285 <font class="comment">// if do not intersect, stop here.</font>
+00286 <font class="keywordflow">if</font>( !paBBox.intersect(bbox) )
+00287 <font class="keywordflow">return</font>;
+00288 <font class="comment">// else if at tile level, then just computeTriangles.</font>
+00289 <font class="comment">//========================</font>
+00290 <font class="keywordflow">else</font> <font class="keywordflow">if</font>( lenS==1 &amp;&amp; lenT==1 )
+00291 {
+00292 <a class="code" href="classNL3D_1_1CPatch.html#z683_2">addTileTrianglesInBBox</a>(paId, bbox, triangles, tessLevel, s0, t0);
+00293 }
+00294 <font class="comment">// else subdiv and reccurs.</font>
+00295 <font class="comment">//========================</font>
+00296 <font class="keywordflow">else</font>
+00297 {
+00298 <font class="comment">// Subdivide along the bigger side.</font>
+00299 <font class="keywordflow">if</font>(lenS&gt;lenT)
+00300 {
+00301 <font class="comment">// subdivide.</font>
+00302 CBezierPatch left, right;
+00303 pa.subdivideS(left, right);
+00304 uint8 sMiddle= (uint8)( ((uint)s0+(uint)s1) /2 );
+00305 <font class="comment">// recurs left.</font>
+00306 <a class="code" href="classNL3D_1_1CPatch.html#z683_1">addTrianglesInBBoxRecurs</a>(paId, bbox, triangles, tessLevel, left, s0, sMiddle, t0, t1);
+00307 <font class="comment">// recurs right.</font>
+00308 <a class="code" href="classNL3D_1_1CPatch.html#z683_1">addTrianglesInBBoxRecurs</a>(paId, bbox, triangles, tessLevel, right, sMiddle, s1, t0, t1);
+00309 }
+00310 <font class="keywordflow">else</font>
+00311 {
+00312 <font class="comment">// subdivide.</font>
+00313 CBezierPatch top, bottom;
+00314 pa.subdivideT(top, bottom);
+00315 uint8 tMiddle= (uint8)( ((uint)t0+(uint)t1) /2 );
+00316 <font class="comment">// recurs top.</font>
+00317 <a class="code" href="classNL3D_1_1CPatch.html#z683_1">addTrianglesInBBoxRecurs</a>(paId, bbox, triangles, tessLevel, top, s0, s1, t0, tMiddle);
+00318 <font class="comment">// recurs bottom.</font>
+00319 <a class="code" href="classNL3D_1_1CPatch.html#z683_1">addTrianglesInBBoxRecurs</a>(paId, bbox, triangles, tessLevel, bottom, s0, s1, tMiddle, t1);
+00320 }
+00321 }
+00322
+00323
+00324 }
+00325
+00326
+00327 <font class="comment">// ***************************************************************************</font>
+<a name="l00328"></a><a class="code" href="classNL3D_1_1CPatch.html#z683_2">00328</a> <font class="keywordtype">void</font> CPatch::addTileTrianglesInBBox(CPatchIdent paId, <font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CTrianglePatch&gt; &amp;triangles, uint8 tessLevel, uint8 s0, uint8 t0)<font class="keyword"> const</font>
+00329 <font class="keyword"></font>{
+00330 <a class="code" href="debug_8h.html#a6">nlassert</a>(s0&lt;<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>);
+00331 <a class="code" href="debug_8h.html#a6">nlassert</a>(t0&lt;<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>);
+00332 <a class="code" href="debug_8h.html#a6">nlassert</a>(tessLevel&lt;=2);
+00333 uint tessLen= 1&lt;&lt;tessLevel;
+00334
+00335 <font class="comment">// some preca.</font>
+00336 <font class="keywordtype">float</font> startS0= (float)s0 / (float)(OrderS);
+00337 <font class="keywordtype">float</font> startT0= (float)t0 / (float)(OrderT);
+00338 <font class="keywordtype">float</font> ds= 1.0f/(float)(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>*tessLen);
+00339 <font class="keywordtype">float</font> dt= 1.0f/(float)(<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>*tessLen);
+00340
+00341 <font class="comment">// Parse all quads.</font>
+00342 uint sl,tl;
+00343 <font class="keywordflow">for</font>(tl=0; tl&lt;tessLen; tl++)
+00344 {
+00345 <font class="keywordtype">float</font> fs0, fs1, ft0, ft1;
+00346 <font class="comment">// compute t patch coordinates.</font>
+00347 ft0= startT0 + (float)tl * dt ;
+00348 ft1= ft0 + dt;
+00349 <font class="keywordflow">for</font>(sl=0; sl&lt;tessLen; sl++)
+00350 {
+00351 <font class="comment">// compute s patch coordinates.</font>
+00352 fs0= startS0 + (float)sl * ds ;
+00353 fs1= fs0 + ds;
+00354
+00355 <font class="comment">// Compute Quad vectors (in CCW).</font>
+00356 CVector p0, p1, p2, p3;
+00357 CUV uv0, uv1, uv2, uv3;
+00358 uv0.U= fs0; uv0.V= ft0;
+00359 uv1.U= fs0; uv1.V= ft1;
+00360 uv2.U= fs1; uv2.V= ft1;
+00361 uv3.U= fs1; uv3.V= ft0;
+00362 <font class="comment">// evaluate patch (with noise). (NB: because of cache, patch decompression cost nothing).</font>
+00363 p0= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(uv0.U, uv0.V);
+00364 p1= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(uv1.U, uv1.V);
+00365 p2= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(uv2.U, uv2.V);
+00366 p3= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(uv3.U, uv3.V);
+00367
+00368 <font class="comment">// build the bbox of this quad, and test with request bbox.</font>
+00369 CAABBox quadBBox;
+00370 quadBBox.setCenter(p0);
+00371 quadBBox.extend(p1);
+00372 quadBBox.extend(p2);
+00373 quadBBox.extend(p3);
+00374
+00375 <font class="comment">// insert only if intersect with the bbox.</font>
+00376 <font class="keywordflow">if</font>(quadBBox.intersect(bbox))
+00377 {
+00378 <font class="comment">// build triangles (in CCW).</font>
+00379 CTrianglePatch tri;
+00380 tri.PatchId= paId;
+00381
+00382 <font class="comment">// first tri.</font>
+00383 tri.V0= p0; tri.V1= p1; tri.V2= p2;
+00384 tri.Uv0= uv0; tri.Uv1= uv1; tri.Uv2= uv2;
+00385 triangles.push_back(tri);
+00386
+00387 <font class="comment">// second tri.</font>
+00388 tri.V0= p2; tri.V1= p3; tri.V2= p0;
+00389 tri.Uv0= uv2; tri.Uv1= uv3; tri.Uv2= uv0;
+00390 triangles.push_back(tri);
+00391
+00392 <font class="comment">// NB: this is not the same tesselation than in tesselation.cpp.</font>
+00393 <font class="comment">// But this looks like Ben's NLPACS::CLocalRetriever tesselation.</font>
+00394 }
+00395 }
+00396 }
+00397
+00398 }
+00399
+00400
+00401
+00402 <font class="comment">// ***************************************************************************</font>
+<a name="l00403"></a><a class="code" href="classNL3D_1_1CPatchQuadBlock.html#a0">00403</a> <font class="keywordtype">void</font> CPatchQuadBlock::buildTileTriangles(uint8 quadId, CTrianglePatch triangles[2])<font class="keyword"> const</font>
+00404 <font class="keyword"></font>{
+00405 <font class="comment">// copute coordinate of the tile we want.</font>
+00406 uint sd0= quadId&amp;(<a class="code" href="patch_8h.html#a9">NL_PATCH_BLOCK_MAX_QUAD</a>-1);
+00407 uint td0= quadId/(NL_PATCH_BLOCK_MAX_QUAD);
+00408 uint sd1= sd0+1;
+00409 uint td1= td0+1;
+00410 uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>= <a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.S0+sd0;
+00411 uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>= <a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.T0+td0;
+00412 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;<a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.S1);
+00413 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;<a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.T1);
+00414
+00415 <font class="comment">// Compute UV coord.</font>
+00416 <font class="keywordtype">float</font> fs0= (float)<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a> / (float)(<a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.OrderS);
+00417 <font class="keywordtype">float</font> ft0= (float)<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a> / (float)(<a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.OrderT);
+00418 <font class="keywordtype">float</font> fs1= (float)(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+1) / (float)(<a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.OrderS);
+00419 <font class="keywordtype">float</font> ft1= (float)(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+1) / (float)(<a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.OrderT);
+00420 CUV uv0, uv1, uv2, uv3;
+00421 uv0.U= fs0; uv0.V= ft0;
+00422 uv1.U= fs0; uv1.V= ft1;
+00423 uv2.U= fs1; uv2.V= ft1;
+00424 uv3.U= fs1; uv3.V= ft0;
+00425
+00426 <font class="comment">// get vertex coord.</font>
+00427 <font class="keyword">const</font> CVector &amp;p0= <a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m1">Vertices</a>[sd0 + td0*<a class="code" href="patch_8h.html#a10">NL_PATCH_BLOCK_MAX_VERTEX</a>];
+00428 <font class="keyword">const</font> CVector &amp;p1= <a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m1">Vertices</a>[sd0 + td1*<a class="code" href="patch_8h.html#a10">NL_PATCH_BLOCK_MAX_VERTEX</a>];
+00429 <font class="keyword">const</font> CVector &amp;p2= <a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m1">Vertices</a>[sd1 + td1*<a class="code" href="patch_8h.html#a10">NL_PATCH_BLOCK_MAX_VERTEX</a>];
+00430 <font class="keyword">const</font> CVector &amp;p3= <a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m1">Vertices</a>[sd1 + td0*<a class="code" href="patch_8h.html#a10">NL_PATCH_BLOCK_MAX_VERTEX</a>];
+00431
+00432 <font class="comment">// build triangles.</font>
+00433 <font class="comment">// first tri.</font>
+00434 {
+00435 CTrianglePatch &amp;tri= triangles[0];
+00436 tri.PatchId= <a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.PatchId;
+00437 tri.V0= p0; tri.V1= p1; tri.V2= p2;
+00438 tri.Uv0= uv0; tri.Uv1= uv1; tri.Uv2= uv2;
+00439 }
+00440
+00441 <font class="comment">// second tri.</font>
+00442 {
+00443 CTrianglePatch &amp;tri= triangles[1];
+00444 tri.PatchId= <a class="code" href="classNL3D_1_1CPatchQuadBlock.html#m0">PatchBlockId</a>.PatchId;
+00445 tri.V0= p2; tri.V1= p3; tri.V2= p0;
+00446 tri.Uv0= uv2; tri.Uv1= uv3; tri.Uv2= uv0;
+00447 }
+00448
+00449 }
+00450
+00451
+00452 <font class="comment">// ***************************************************************************</font>
+<a name="l00453"></a><a class="code" href="classNL3D_1_1CPatch.html#z670_1">00453</a> <font class="keywordtype">void</font> CPatch::fillPatchQuadBlock(CPatchQuadBlock &amp;quadBlock) <font class="keyword">const</font>
+00454 {
+00455 CPatchBlockIdent &amp;pbId= quadBlock.PatchBlockId;
+00456 uint lenS= pbId.S1-pbId.S0;
+00457 uint lenT= pbId.T1-pbId.T0;
+00458 <a class="code" href="debug_8h.html#a6">nlassert</a>( pbId.OrderS==OrderS );
+00459 <a class="code" href="debug_8h.html#a6">nlassert</a>( pbId.OrderT==OrderT );
+00460 <a class="code" href="debug_8h.html#a6">nlassert</a>( pbId.S1&lt;=OrderS );
+00461 <a class="code" href="debug_8h.html#a6">nlassert</a>( pbId.T1&lt;=OrderT );
+00462 <a class="code" href="debug_8h.html#a6">nlassert</a>( pbId.S0&lt;pbId.S1 );
+00463 <a class="code" href="debug_8h.html#a6">nlassert</a>( pbId.T0&lt;pbId.T1 );
+00464 <a class="code" href="debug_8h.html#a6">nlassert</a>( lenS&lt;=<a class="code" href="patch_8h.html#a9">NL_PATCH_BLOCK_MAX_QUAD</a> );
+00465 <a class="code" href="debug_8h.html#a6">nlassert</a>( lenT&lt;=<a class="code" href="patch_8h.html#a9">NL_PATCH_BLOCK_MAX_QUAD</a> );
+00466
+00467 <font class="comment">// Fill vertices.</font>
+00468 uint s0= pbId.S0;
+00469 uint t0= pbId.T0;
+00470 <font class="comment">// some preca.</font>
+00471 <font class="keywordtype">float</font> startS0= (float)s0 / (float)(OrderS);
+00472 <font class="keywordtype">float</font> startT0= (float)t0 / (float)(OrderT);
+00473 <font class="keywordtype">float</font> ds= 1.0f/(float)(OrderS);
+00474 <font class="keywordtype">float</font> dt= 1.0f/(float)(OrderT);
+00475
+00476 <font class="comment">// Parse all quads vertices corner.</font>
+00477 uint sl,tl;
+00478 <font class="keywordflow">for</font>(tl=0; tl&lt;lenT+1; tl++)
+00479 {
+00480 <font class="keywordtype">float</font> fs, ft;
+00481 <font class="comment">// compute t patch coordinates.</font>
+00482 ft= startT0 + (float)tl * dt ;
+00483 <font class="keywordflow">for</font>(sl=0; sl&lt;lenS+1; sl++)
+00484 {
+00485 <font class="comment">// compute s patch coordinates.</font>
+00486 fs= startS0 + (float)sl * ds ;
+00487
+00488 <font class="comment">// Must use computeContinousVertex, to ensure continous coordinate on patch edges</font>
+00489 quadBlock.Vertices[sl + tl*<a class="code" href="patch_8h.html#a10">NL_PATCH_BLOCK_MAX_VERTEX</a>]= computeContinousVertex(fs, ft);
+00490 }
+00491 }
+00492
+00493 }
+00494
+00495
+00496 <font class="comment">// ***************************************************************************</font>
+<a name="l00497"></a><a class="code" href="classNL3D_1_1CPatch.html#z670_2">00497</a> <font class="keywordtype">void</font> CPatch::addPatchBlocksInBBox(CPatchIdent paId, <font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CPatchBlockIdent&gt; &amp;paBlockIds)<font class="keyword"> const</font>
+00498 <font class="keyword"></font>{
+00499 CBezierPatch &amp;bpatch= *<a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
+00500
+00501 <font class="comment">// call with the whole root patch.</font>
+00502 <a class="code" href="classNL3D_1_1CPatch.html#z683_3">addPatchBlocksInBBoxRecurs</a>(paId, bbox, paBlockIds, bpatch, 0, <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>, 0, <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>);
+00503 }
+00504
+00505
+00506 <font class="comment">// ***************************************************************************</font>
+<a name="l00507"></a><a class="code" href="classNL3D_1_1CPatch.html#z683_3">00507</a> <font class="keywordtype">void</font> CPatch::addPatchBlocksInBBoxRecurs(CPatchIdent paId, <font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CPatchBlockIdent&gt; &amp;paBlockIds,
+00508 <font class="keyword">const</font> CBezierPatch &amp;pa, uint8 s0, uint8 s1, uint8 t0, uint8 t1)<font class="keyword"> const</font>
+00509 <font class="keyword"></font>{
+00510 uint8 lenS=s1-s0, lenT=t1-t0;
+00511 <a class="code" href="debug_8h.html#a6">nlassert</a>(lenS&gt;0);
+00512 <a class="code" href="debug_8h.html#a6">nlassert</a>(lenT&gt;0);
+00513
+00514 <font class="comment">// compute and compare bbox of the subdivision patch against request bbox.</font>
+00515 <font class="comment">//========================</font>
+00516 <font class="comment">// NB: this compute includes possible noise.</font>
+00517 CAABBox paBBox;
+00518 <a class="code" href="classNL3D_1_1CPatch.html#z683_0">buildBBoxFromBezierPatch</a>(pa, paBBox);
+00519 <font class="comment">// if do not intersect, stop here.</font>
+00520 <font class="keywordflow">if</font>( !paBBox.intersect(bbox) )
+00521 <font class="keywordflow">return</font>;
+00522 <font class="comment">// else if at CPatchQuadBlock tile level, then just add this Id.</font>
+00523 <font class="comment">//========================</font>
+00524 <font class="keywordflow">else</font> <font class="keywordflow">if</font>( lenS&lt;=<a class="code" href="patch_8h.html#a9">NL_PATCH_BLOCK_MAX_QUAD</a> &amp;&amp; lenT&lt;=<a class="code" href="patch_8h.html#a9">NL_PATCH_BLOCK_MAX_QUAD</a> )
+00525 {
+00526 <font class="comment">// Add this PatchBlock desctiptor to the list.</font>
+00527 CPatchBlockIdent pbId;
+00528 <font class="comment">// Fill struct from this and result of recursion.</font>
+00529 pbId.PatchId= paId;
+00530 pbId.OrderS= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>;
+00531 pbId.OrderT= <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>;
+00532 pbId.S0= s0;
+00533 pbId.S1= s1;
+00534 pbId.T0= t0;
+00535 pbId.T1= t1;
+00536 <font class="comment">// Add to list.</font>
+00537 paBlockIds.push_back(pbId);
+00538 }
+00539 <font class="comment">// else subdiv and reccurs.</font>
+00540 <font class="comment">//========================</font>
+00541 <font class="keywordflow">else</font>
+00542 {
+00543 <font class="comment">// Subdivide along the bigger side.</font>
+00544 <font class="keywordflow">if</font>(lenS&gt;lenT)
+00545 {
+00546 <font class="comment">// subdivide.</font>
+00547 CBezierPatch left, right;
+00548 pa.subdivideS(left, right);
+00549 uint8 sMiddle= (uint8)( ((uint)s0+(uint)s1) /2 );
+00550 <font class="comment">// recurs left.</font>
+00551 <a class="code" href="classNL3D_1_1CPatch.html#z683_3">addPatchBlocksInBBoxRecurs</a>(paId, bbox, paBlockIds, left, s0, sMiddle, t0, t1);
+00552 <font class="comment">// recurs right.</font>
+00553 <a class="code" href="classNL3D_1_1CPatch.html#z683_3">addPatchBlocksInBBoxRecurs</a>(paId, bbox, paBlockIds, right, sMiddle, s1, t0, t1);
+00554 }
+00555 <font class="keywordflow">else</font>
+00556 {
+00557 <font class="comment">// subdivide.</font>
+00558 CBezierPatch top, bottom;
+00559 pa.subdivideT(top, bottom);
+00560 uint8 tMiddle= (uint8)( ((uint)t0+(uint)t1) /2 );
+00561 <font class="comment">// recurs top.</font>
+00562 <a class="code" href="classNL3D_1_1CPatch.html#z683_3">addPatchBlocksInBBoxRecurs</a>(paId, bbox, paBlockIds, top, s0, s1, t0, tMiddle);
+00563 <font class="comment">// recurs bottom.</font>
+00564 <a class="code" href="classNL3D_1_1CPatch.html#z683_3">addPatchBlocksInBBoxRecurs</a>(paId, bbox, paBlockIds, bottom, s0, s1, tMiddle, t1);
+00565 }
+00566 }
+00567
+00568 }
+00569
+00570
+00571 <font class="comment">// ***************************************************************************</font>
+<a name="l00572"></a><a class="code" href="classNL3D_1_1CPatch.html#z670_3">00572</a> CVector CPatch::getTesselatedPos(CUV uv)<font class="keyword"> const</font>
+00573 <font class="keyword"></font>{
+00574 <font class="comment">// clamp values.</font>
+00575 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(uv.U, 0, 1);
+00576 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(uv.V, 0, 1);
+00577 <font class="comment">// recurs down the 2 sons.</font>
+00578 CVector ret= CVector::Null;
+00579 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;getTesselatedPos(uv, <font class="keyword">true</font>, ret);
+00580 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;getTesselatedPos(uv, <font class="keyword">true</font>, ret);
+00581
+00582 <font class="keywordflow">return</font> ret;
+00583 }
+00584
+00585
+00586 <font class="comment">// ***************************************************************************</font>
+00587 <font class="comment">// ***************************************************************************</font>
+00588 <font class="comment">// RENDER LIST.</font>
+00589 <font class="comment">// ***************************************************************************</font>
+00590 <font class="comment">// ***************************************************************************</font>
+00591
+00592
+00593 <font class="comment">// ***************************************************************************</font>
+<a name="l00594"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_3">00594</a> <font class="keywordtype">void</font> CPatch::addRefTessBlocks()
+00595 {
+00596 uint i;
+00597
+00598 <a class="code" href="classNL3D_1_1CPatch.html#z678_2">TessBlockRefCount</a>++;
+00599 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()==0)
+00600 {
+00601 <font class="comment">// Allocate the tessblocks.</font>
+00602 <font class="comment">//==========</font>
+00603
+00604 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>==4);
+00605 <font class="comment">// A tessblock is 2*2 tiles.</font>
+00606 sint os= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;&gt;1;
+00607 sint ot= <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>&gt;&gt;1;
+00608 <a class="code" href="debug_8h.html#a6">nlassert</a>(os&gt;0);
+00609 <a class="code" href="debug_8h.html#a6">nlassert</a>(ot&gt;0);
+00610 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.resize(os*ot);
+00611 <font class="comment">// init all tessBlocks with the Patch ptr.</font>
+00612 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
+00613 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].init(<font class="keyword">this</font>);
+00614
+00615
+00616
+00617 <font class="comment">// Vegetable management</font>
+00618 <font class="comment">//==========</font>
+00619 CVegetableManager *vegetableManager= <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_VegetableManager;
+00620
+00621 <font class="comment">// Create ClipBlocks.</font>
+00622 uint nTbPerCb= <a class="code" href="patch_8h.html#a13">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK</a>;
+00623 uint wCB= (os + nTbPerCb-1) &gt;&gt; <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>;
+00624 uint hCB= (ot + nTbPerCb-1) &gt;&gt; <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>;
+00625 <a class="code" href="classNL3D_1_1CPatch.html#z679_0">VegetableClipBlocks</a>.resize(wCB * hCB);
+00626 <font class="comment">// allocate ClipBlocks</font>
+00627 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z679_0">VegetableClipBlocks</a>.size(); i++)
+00628 {
+00629 <a class="code" href="classNL3D_1_1CPatch.html#z679_0">VegetableClipBlocks</a>[i]= vegetableManager-&gt;createClipBlock();
+00630 }
+00631
+00632
+00633 <font class="comment">// updateLighting management.</font>
+00634 <font class="comment">//==========</font>
+00635 <font class="comment">// append patch for Near updateLighting, since TessBlock lightmap may/will exist.</font>
+00636 <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;linkPatchToNearUL(<font class="keyword">this</font>);
+00637 }
+00638 }
+00639
+00640 <font class="comment">// ***************************************************************************</font>
+<a name="l00641"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_4">00641</a> <font class="keywordtype">void</font> CPatch::decRefTessBlocks()
+00642 {
+00643 <a class="code" href="classNL3D_1_1CPatch.html#z678_2">TessBlockRefCount</a>--;
+00644 <font class="comment">// If no loinger need the tessblocks, delete them.</font>
+00645 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z678_2">TessBlockRefCount</a>==0)
+00646 <a class="code" href="classNL3D_1_1CPatch.html#z680_2">clearTessBlocks</a>();
+00647 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_2">TessBlockRefCount</a>&gt;=0);
+00648 }
+00649
+00650
+00651 <font class="comment">// ***************************************************************************</font>
+<a name="l00652"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_2">00652</a> <font class="keywordtype">void</font> CPatch::clearTessBlocks()
+00653 {
+00654 uint i;
+00655
+00656 <font class="comment">// Vegetable management</font>
+00657 <font class="comment">//==========</font>
+00658 <font class="comment">// if compiled.</font>
+00659 <font class="keywordflow">if</font>(Zone)
+00660 {
+00661 CVegetableManager *vegetableManager= <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_VegetableManager;
+00662
+00663 <font class="comment">// delete still existing vegetable Igs.</font>
+00664 <a class="code" href="classNL3D_1_1CPatch.html#z674_0">deleteAllVegetableIgs</a>();
+00665
+00666 <font class="comment">// delete ClipBlocks.</font>
+00667 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z679_0">VegetableClipBlocks</a>.size(); i++)
+00668 {
+00669 vegetableManager-&gt;deleteClipBlock(<a class="code" href="classNL3D_1_1CPatch.html#z679_0">VegetableClipBlocks</a>[i]);
+00670 }
+00671 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CPatch.html#z679_0">VegetableClipBlocks</a>);
+00672 }
+00673
+00674
+00675 <font class="comment">// updateLighting management.</font>
+00676 <font class="comment">//==========</font>
+00677 <font class="keywordflow">if</font>(Zone)
+00678 {
+00679 <font class="comment">// remove patch from Near updateLighting, since no more TessBlock lightmap can exist.</font>
+00680 <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;unlinkPatchFromNearUL(<font class="keyword">this</font>);
+00681 }
+00682
+00683
+00684 <font class="comment">// Delete TessBlocks</font>
+00685 <font class="comment">//==========</font>
+00686 <a class="code" href="classNL3D_1_1CPatch.html#z678_2">TessBlockRefCount</a>=0;
+00687 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>);
+00688 }
+00689
+00690
+00691 <font class="comment">// ***************************************************************************</font>
+<a name="l00692"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_1">00692</a> <font class="keywordtype">void</font> CPatch::resetMasterBlock()
+00693 {
+00694 <font class="comment">// We should be not visible so FaceVector no more exist.</font>
+00695 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>);
+00696
+00697 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList.clear();
+00698 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarFaceList.clear();
+00699 <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>= 0;
+00700 <font class="comment">// no tiles should be here!!</font>
+00701 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.NearVertexList.size()==0);
+00702 }
+00703
+00704 <font class="comment">// ***************************************************************************</font>
+<a name="l00705"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_5">00705</a> uint CPatch::getNumTessBlock(CTessFace *face)
+00706 {
+00707 <font class="comment">// To which tessBlocks link the face?</font>
+00708 <font class="comment">// compute an approx middle of the face.</font>
+00709 CParamCoord edgeMid(face-&gt;PVLeft, face-&gt;PVRight);
+00710 CParamCoord middle(edgeMid, face-&gt;PVBase);
+00711 <font class="comment">// Coordinate of the tessblock (2*2 a tile!! so the &gt;&gt;1).</font>
+00712 uint ts= ((uint)middle.S * (uint)(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;&gt;1)) / 0x8000;
+00713 uint tt= ((uint)middle.T * (uint)(<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>&gt;&gt;1)) / 0x8000;
+00714 uint numtb= tt*(uint)(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;&gt;1) + ts;
+00715
+00716 <font class="keywordflow">return</font> numtb;
+00717 }
+00718
+00719
+00720 <font class="comment">// ***************************************************************************</font>
+<a name="l00721"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_6">00721</a> <font class="keywordtype">void</font> CPatch::getNumTessBlock(CParamCoord pc, TFarVertType &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>, uint &amp;numtb)
+00722 {
+00723 uint tboS= (uint)(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;&gt;1);
+00724 uint tboT= (uint)(<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>&gt;&gt;1);
+00725
+00726 <font class="comment">// Coordinate of the tessblock (2*2 a tile!! so the &gt;&gt;1).</font>
+00727 uint ts= ((uint)pc.S * tboS) / 0x8000;
+00728 uint tt= ((uint)pc.T * tboT) / 0x8000;
+00729 numtb= tt*tboS + ts;
+00730
+00731 <font class="keywordtype">bool</font> edgeS= (ts*0x8000) == ((uint)pc.S * tboS);
+00732 <font class="keywordtype">bool</font> edgeT= (tt*0x8000) == ((uint)pc.T * tboT);
+00733
+00734 <font class="comment">// Does this vertex lies on a corner of a TessBlock?</font>
+00735 <font class="keywordflow">if</font>(edgeS &amp;&amp; edgeT)
+00736 <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>= <a class="code" href="classNL3D_1_1CPatch.html#z680_0u0">FVMasterBlock</a>;
+00737 <font class="comment">// Does this vertex lies on a edge of a TessBlock?</font>
+00738 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(edgeS || edgeT)
+00739 <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>= <a class="code" href="classNL3D_1_1CPatch.html#z680_0u2">FVTessBlockEdge</a>;
+00740 <font class="comment">// Else it lies exclusively IN a TessBlock.</font>
+00741 <font class="keywordflow">else</font>
+00742 <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>= <a class="code" href="classNL3D_1_1CPatch.html#z680_0u1">FVTessBlock</a>;
+00743
+00744 }
+00745
+00746
+00747
+00748 <font class="comment">// ***************************************************************************</font>
+<a name="l00749"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_12">00749</a> <font class="keywordtype">void</font> CPatch::extendTessBlockWithEndPos(CTessFace *face)
+00750 {
+00751 <font class="keywordflow">if</font>(face-&gt;Level&gt;=<a class="code" href="classNL3D_1_1CPatch.html#o5">TessBlockLimitLevel</a>)
+00752 {
+00753 <font class="comment">// get the tessBlock of the face.</font>
+00754 uint numtb= <a class="code" href="classNL3D_1_1CPatch.html#z680_5">getNumTessBlock</a>(face);
+00755
+00756 <font class="comment">// Must enlarge the BSphere of the tesblock!!</font>
+00757 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereFirst(face-&gt;VBase-&gt;EndPos);
+00758 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereAdd(face-&gt;VLeft-&gt;EndPos);
+00759 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereAdd(face-&gt;VRight-&gt;EndPos);
+00760 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereCompile();
+00761 }
+00762 }
+00763
+00764
+00765 <font class="comment">// ***************************************************************************</font>
+<a name="l00766"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_7">00766</a> <font class="keywordtype">void</font> CPatch::dirtTessBlockFaceVector(CTessBlock &amp;tb)
+00767 {
+00768 <font class="comment">// If patch is visible, block's faceVector should exist, but are no more valid.</font>
+00769 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>)
+00770 {
+00771 <font class="comment">// If this tessBlock not already notified to modification.</font>
+00772 <font class="keywordflow">if</font>(!tb.isInModifyList())
+00773 {
+00774 <font class="comment">// Then append, and delete all FaceVector.</font>
+00775 <font class="comment">// NB: delete FaceVector now, because the TessBlock himself may disapear soon.</font>
+00776 tb.appendToModifyListAndDeleteFaceVector(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_TessBlockModificationRoot, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
+00777 }
+00778 }
+00779 }
+00780
+00781
+00782 <font class="comment">// ***************************************************************************</font>
+<a name="l00783"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_8">00783</a> <font class="keywordtype">void</font> CPatch::appendFaceToRenderList(CTessFace *face)
+00784 {
+00785 <font class="comment">// Update the number of renderable Faces</font>
+00786 <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>++;
+00787
+00788 <font class="comment">// Update Gnal render.</font>
+00789 <font class="comment">//====================</font>
+00790 <font class="keywordflow">if</font>(face-&gt;Level&lt;<a class="code" href="classNL3D_1_1CPatch.html#o5">TessBlockLimitLevel</a>)
+00791 {
+00792 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarFaceList.append(face);
+00793 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FaceTileMaterialRefCount++;
+00794
+00795 <font class="comment">// The facelist is modified, so we must update the faceVector, if visible.</font>
+00796 <a class="code" href="classNL3D_1_1CPatch.html#z680_7">dirtTessBlockFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>);
+00797 }
+00798 <font class="keywordflow">else</font>
+00799 {
+00800 <font class="comment">// Alloc if necessary the TessBlocks.</font>
+00801 <a class="code" href="classNL3D_1_1CPatch.html#z680_3">addRefTessBlocks</a>();
+00802
+00803 <font class="comment">// link the face to the good tessblock.</font>
+00804 uint numtb= <a class="code" href="classNL3D_1_1CPatch.html#z680_5">getNumTessBlock</a>(face);
+00805 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].FarFaceList.append(face);
+00806 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].FaceTileMaterialRefCount++;
+00807
+00808 <font class="comment">// The facelist is modified, so we must update the faceVector, if visible.</font>
+00809 <a class="code" href="classNL3D_1_1CPatch.html#z680_7">dirtTessBlockFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb]);
+00810
+00811 <font class="comment">// Must enlarge the BSphere of the tesblock!!</font>
+00812 <font class="comment">// We must do it on a per-face approach, because of tessblocks 's corners which are outside of tessblocks.</font>
+00813 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereFirst(face-&gt;VBase-&gt;EndPos);
+00814 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereAdd(face-&gt;VLeft-&gt;EndPos);
+00815 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereAdd(face-&gt;VRight-&gt;EndPos);
+00816 <font class="comment">// I think this should be done too on StartPos, for geomorph (rare??...) problems.</font>
+00817 <font class="comment">// \todo yoyo: is this necessary???</font>
+00818 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereAdd(face-&gt;VBase-&gt;StartPos);
+00819 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereAdd(face-&gt;VLeft-&gt;StartPos);
+00820 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereAdd(face-&gt;VRight-&gt;StartPos);
+00821 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].extendSphereCompile();
+00822
+00823
+00824 <font class="comment">// Update Tile render (no need to do it if face not at least at tessblock level).</font>
+00825 <a class="code" href="classNL3D_1_1CPatch.html#z680_10">appendFaceToTileRenderList</a>(face);
+00826 }
+00827 }
+00828
+00829
+00830 <font class="comment">// ***************************************************************************</font>
+<a name="l00831"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_9">00831</a> <font class="keywordtype">void</font> CPatch::removeFaceFromRenderList(CTessFace *face)
+00832 {
+00833 <font class="comment">// Update the number of renderable Faces</font>
+00834 <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>--;
+00835 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>&gt;=0);
+00836
+00837 <font class="comment">// Update Gnal render.</font>
+00838 <font class="comment">//====================</font>
+00839 <font class="keywordflow">if</font>(face-&gt;Level&lt;<a class="code" href="classNL3D_1_1CPatch.html#o5">TessBlockLimitLevel</a>)
+00840 {
+00841 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarFaceList.remove(face);
+00842 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FaceTileMaterialRefCount--;
+00843
+00844 <font class="comment">// The facelist is modified, so we must update the faceVector, if visible.</font>
+00845 <a class="code" href="classNL3D_1_1CPatch.html#z680_7">dirtTessBlockFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>);
+00846 }
+00847 <font class="keywordflow">else</font>
+00848 {
+00849 <font class="comment">// link the face to the good tessblock.</font>
+00850 uint numtb= <a class="code" href="classNL3D_1_1CPatch.html#z680_5">getNumTessBlock</a>(face);
+00851 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].FarFaceList.remove(face);
+00852 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].FaceTileMaterialRefCount--;
+00853
+00854 <font class="comment">// The facelist is modified, so we must update the faceVector, if visible.</font>
+00855 <a class="code" href="classNL3D_1_1CPatch.html#z680_7">dirtTessBlockFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb]);
+00856
+00857 <font class="comment">// Update Tile render (no need to do it if face not at least at tessblock level).</font>
+00858 <a class="code" href="classNL3D_1_1CPatch.html#z680_11">removeFaceFromTileRenderList</a>(face);
+00859
+00860 <font class="comment">// Destroy if necessary the TessBlocks.</font>
+00861 <a class="code" href="classNL3D_1_1CPatch.html#z680_4">decRefTessBlocks</a>();
+00862 }
+00863 }
+00864
+00865
+00866 <font class="comment">// ***************************************************************************</font>
+<a name="l00867"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_10">00867</a> <font class="keywordtype">void</font> CPatch::appendFaceToTileRenderList(CTessFace *face)
+00868 {
+00869 <font class="keywordflow">if</font>(face-&gt;TileMaterial)
+00870 {
+00871 <font class="comment">// For all valid faces, update their links.</font>
+00872 <font class="comment">// Do not do this for lightmap, since it use same face from RGB0 pass.</font>
+00873 <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
+00874 {
+00875 CPatchRdrPass *tilePass= face-&gt;TileMaterial-&gt;Pass[i].PatchRdrPass;
+00876 <font class="comment">// If tile i enabled.</font>
+00877 <font class="keywordflow">if</font>(tilePass)
+00878 {
+00879 <font class="comment">// a face should have created for this pass.</font>
+00880 <a class="code" href="debug_8h.html#a6">nlassert</a>(face-&gt;TileFaces[i]);
+00881 face-&gt;TileMaterial-&gt;TileFaceList[i].append(face-&gt;TileFaces[i]);
+00882 }
+00883 }
+00884
+00885 <font class="comment">// The facelist is modified, so we must update the faceVector, if visible.</font>
+00886 uint numtb= <a class="code" href="classNL3D_1_1CPatch.html#z680_5">getNumTessBlock</a>(face);
+00887 <a class="code" href="classNL3D_1_1CPatch.html#z680_7">dirtTessBlockFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb]);
+00888 }
+00889 }
+00890
+00891
+00892 <font class="comment">// ***************************************************************************</font>
+<a name="l00893"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_11">00893</a> <font class="keywordtype">void</font> CPatch::removeFaceFromTileRenderList(CTessFace *face)
+00894 {
+00895 <font class="keywordflow">if</font>(face-&gt;TileMaterial)
+00896 {
+00897 <font class="comment">// For all valid faces, update their links.</font>
+00898 <font class="comment">// Do not do this for lightmap, since it use same face from RGB0 pass.</font>
+00899 <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
+00900 {
+00901 CPatchRdrPass *tilePass= face-&gt;TileMaterial-&gt;Pass[i].PatchRdrPass;
+00902 <font class="comment">// If tile i enabled.</font>
+00903 <font class="keywordflow">if</font>(tilePass)
+00904 {
+00905 <font class="comment">// a face should have created for this pass.</font>
+00906 <a class="code" href="debug_8h.html#a6">nlassert</a>(face-&gt;TileFaces[i]);
+00907 face-&gt;TileMaterial-&gt;TileFaceList[i].remove(face-&gt;TileFaces[i]);
+00908 }
+00909 }
+00910
+00911 <font class="comment">// The facelist is modified, so we must update the faceVector, if visible.</font>
+00912 uint numtb= <a class="code" href="classNL3D_1_1CPatch.html#z680_5">getNumTessBlock</a>(face);
+00913 <a class="code" href="classNL3D_1_1CPatch.html#z680_7">dirtTessBlockFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb]);
+00914 }
+00915 }
+00916
+00917
+00918 <font class="comment">// ***************************************************************************</font>
+<a name="l00919"></a><a class="code" href="classNL3D_1_1CPatch.html#c35">00919</a> <font class="keywordtype">void</font> CPatch::computeTbTm(uint &amp;numtb, uint &amp;numtm, uint ts, uint tt)
+00920 {
+00921 sint is= ts&amp;1;
+00922 sint it= tt&amp;1;
+00923 ts&gt;&gt;=1;
+00924 tt&gt;&gt;=1;
+00925
+00926 numtb= tt*(uint)(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;&gt;1) + ts;
+00927 numtm= it*2+is;
+00928 }
+00929
+00930
+00931 <font class="comment">// ***************************************************************************</font>
+<a name="l00932"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_13">00932</a> <font class="keywordtype">void</font> CPatch::appendTileMaterialToRenderList(CTileMaterial *tm)
+00933 {
+00934 <a class="code" href="debug_8h.html#a6">nlassert</a>(tm);
+00935
+00936 <font class="comment">// Alloc if necessary the TessBlocks.</font>
+00937 <a class="code" href="classNL3D_1_1CPatch.html#z680_3">addRefTessBlocks</a>();
+00938
+00939 uint numtb, numtm;
+00940 <a class="code" href="classNL3D_1_1CPatch.html#c35">computeTbTm</a>(numtb, numtm, tm-&gt;TileS, tm-&gt;TileT);
+00941 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].RdrTileRoot[numtm]= tm;
+00942 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].FaceTileMaterialRefCount++;
+00943 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].TileMaterialRefCount++;
+00944 <font class="comment">// The master block contains the whole patch TileMaterialRefCount</font>
+00945 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.TileMaterialRefCount++;
+00946
+00947 <font class="comment">// DynamicLighting. When in near, must compute the context, to have good UVs.</font>
+00948 <font class="comment">//==========</font>
+00949 <font class="comment">// inc ref to the context, creating it if needed.</font>
+00950 <a class="code" href="classNL3D_1_1CPatch.html#z688_0">addRefDLMContext</a>();
+00951 <font class="comment">// NB: do it before creating the vegetableBlock, because vegetables use DLM Uvs.</font>
+00952
+00953 <font class="comment">// if was no tiles before in this tessBlock, create a Vegetable block.</font>
+00954 <font class="comment">//==========</font>
+00955 <font class="comment">// one Tile &lt;=&gt; was 0 before</font>
+00956 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].TileMaterialRefCount == 1 &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;isVegetableActive() )
+00957 {
+00958 <a class="code" href="classNL3D_1_1CPatch.html#z686_0">createVegetableBlock</a>(numtb, tm-&gt;TileS, tm-&gt;TileT);
+00959 }
+00960
+00961 }
+00962 <font class="comment">// ***************************************************************************</font>
+<a name="l00963"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_14">00963</a> <font class="keywordtype">void</font> CPatch::removeTileMaterialFromRenderList(CTileMaterial *tm)
+00964 {
+00965 <a class="code" href="debug_8h.html#a6">nlassert</a>(tm);
+00966
+00967 uint numtb, numtm;
+00968 <a class="code" href="classNL3D_1_1CPatch.html#c35">computeTbTm</a>(numtb, numtm, tm-&gt;TileS, tm-&gt;TileT);
+00969 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].RdrTileRoot[numtm]= NULL;
+00970 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].FaceTileMaterialRefCount--;
+00971 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].TileMaterialRefCount--;
+00972 <font class="comment">// The master block contains the whole patch TileMaterialRefCount</font>
+00973 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.TileMaterialRefCount--;
+00974
+00975 <font class="comment">// if no more tiles in this tessBlock, delete the vegetable Block.</font>
+00976 <font class="comment">//==========</font>
+00977 <font class="comment">// if no more tiles in this tessBlock</font>
+00978 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].TileMaterialRefCount==0 )
+00979 {
+00980 <font class="comment">// release the vegetableBlock (if any)</font>
+00981 <a class="code" href="classNL3D_1_1CPatch.html#z686_1">releaseVegetableBlock</a>(numtb);
+00982 }
+00983
+00984 <font class="comment">// Destroy if necessary the TessBlocks.</font>
+00985 <a class="code" href="classNL3D_1_1CPatch.html#z680_4">decRefTessBlocks</a>();
+00986
+00987 <font class="comment">// DynamicLighting. When in near, must compute the context, to have good UVs.</font>
+00988 <font class="comment">//==========</font>
+00989 <font class="comment">// dec ref the context, deleting it if needed.</font>
+00990 <a class="code" href="classNL3D_1_1CPatch.html#z688_1">decRefDLMContext</a>();
+00991 }
+00992
+00993
+00994 <font class="comment">// ***************************************************************************</font>
+<a name="l00995"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_15">00995</a> <font class="keywordtype">void</font> CPatch::appendFarVertexToRenderList(CTessFarVertex *fv)
+00996 {
+00997 <a class="code" href="classNL3D_1_1CPatch.html#z680_0">TFarVertType</a> <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
+00998 uint numtb;
+00999 <a class="code" href="classNL3D_1_1CPatch.html#z680_5">getNumTessBlock</a>(fv-&gt;PCoord, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>, numtb);
+01000
+01001
+01002 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>==<a class="code" href="classNL3D_1_1CPatch.html#z680_0u0">FVMasterBlock</a> || <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>==<a class="code" href="classNL3D_1_1CPatch.html#z680_0u2">FVTessBlockEdge</a>)
+01003 {
+01004 fv-&gt;OwnerBlock= &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>;
+01005 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList.append(fv);
+01006 }
+01007 <font class="keywordflow">else</font>
+01008 {
+01009 <font class="comment">// Alloc if necessary the TessBlocks.</font>
+01010 <a class="code" href="classNL3D_1_1CPatch.html#z680_3">addRefTessBlocks</a>();
+01011
+01012 fv-&gt;OwnerBlock= &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb];
+01013 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].FarVertexList.append(fv);
+01014 }
+01015 }
+01016 <font class="comment">// ***************************************************************************</font>
+<a name="l01017"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_16">01017</a> <font class="keywordtype">void</font> CPatch::removeFarVertexFromRenderList(CTessFarVertex *fv)
+01018 {
+01019 <a class="code" href="classNL3D_1_1CPatch.html#z680_0">TFarVertType</a> <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
+01020 uint numtb;
+01021 <a class="code" href="classNL3D_1_1CPatch.html#z680_5">getNumTessBlock</a>(fv-&gt;PCoord, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>, numtb);
+01022
+01023
+01024 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>==<a class="code" href="classNL3D_1_1CPatch.html#z680_0u0">FVMasterBlock</a> || <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>==<a class="code" href="classNL3D_1_1CPatch.html#z680_0u2">FVTessBlockEdge</a>)
+01025 {
+01026 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList.remove(fv);
+01027 fv-&gt;OwnerBlock= NULL;
+01028 }
+01029 <font class="keywordflow">else</font>
+01030 {
+01031 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].FarVertexList.remove(fv);
+01032 fv-&gt;OwnerBlock= NULL;
+01033
+01034 <font class="comment">// Destroy if necessary the TessBlocks.</font>
+01035 <a class="code" href="classNL3D_1_1CPatch.html#z680_4">decRefTessBlocks</a>();
+01036 }
+01037 }
+01038
+01039
+01040 <font class="comment">// ***************************************************************************</font>
+<a name="l01041"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_17">01041</a> <font class="keywordtype">void</font> CPatch::appendNearVertexToRenderList(CTileMaterial *tileMat, CTessNearVertex *nv)
+01042 {
+01043 <a class="code" href="debug_8h.html#a6">nlassert</a>(tileMat);
+01044
+01045 <font class="comment">// Alloc if necessary the TessBlocks.</font>
+01046 <a class="code" href="classNL3D_1_1CPatch.html#z680_3">addRefTessBlocks</a>();
+01047
+01048 uint numtb, numtm;
+01049 <a class="code" href="classNL3D_1_1CPatch.html#c35">computeTbTm</a>(numtb, numtm, tileMat-&gt;TileS, tileMat-&gt;TileT);
+01050 nv-&gt;OwnerBlock= &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb];
+01051 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].NearVertexList.append(nv);
+01052 }
+01053 <font class="comment">// ***************************************************************************</font>
+<a name="l01054"></a><a class="code" href="classNL3D_1_1CPatch.html#z680_18">01054</a> <font class="keywordtype">void</font> CPatch::removeNearVertexFromRenderList(CTileMaterial *tileMat, CTessNearVertex *nv)
+01055 {
+01056 <a class="code" href="debug_8h.html#a6">nlassert</a>(tileMat);
+01057
+01058 uint numtb, numtm;
+01059 <a class="code" href="classNL3D_1_1CPatch.html#c35">computeTbTm</a>(numtb, numtm, tileMat-&gt;TileS, tileMat-&gt;TileT);
+01060 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].NearVertexList.remove(nv);
+01061 nv-&gt;OwnerBlock= NULL;
+01062
+01063 <font class="comment">// Destroy if necessary the TessBlocks.</font>
+01064 <a class="code" href="classNL3D_1_1CPatch.html#z680_4">decRefTessBlocks</a>();
+01065 }
+01066
+01067
+01068
+01069 <font class="comment">// ***************************************************************************</font>
+01070 <font class="comment">// ***************************************************************************</font>
+01071 <font class="comment">// BASIC BUILD.</font>
+01072 <font class="comment">// ***************************************************************************</font>
+01073 <font class="comment">// ***************************************************************************</font>
+01074
+01075
+01076
+01077
+01078 <font class="comment">// ***************************************************************************</font>
+<a name="l01079"></a><a class="code" href="classNL3D_1_1CPatch.html#c4">01079</a> <font class="keywordtype">void</font> CPatch::makeRoots()
+01080 {
+01081 CTessVertex *a= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[0];
+01082 CTessVertex *b= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[1];
+01083 CTessVertex *c= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[2];
+01084 CTessVertex *d= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[3];
+01085
+01086 <font class="comment">// Set positions.</font>
+01087 a-&gt;Pos= a-&gt;StartPos= a-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(0,0);
+01088 b-&gt;Pos= b-&gt;StartPos= b-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(0,1);
+01089 c-&gt;Pos= c-&gt;StartPos= c-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(1,1);
+01090 d-&gt;Pos= d-&gt;StartPos= d-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(1,0);
+01091
+01092 <font class="comment">// Init Far vetices.</font>
+01093 CTessFarVertex *fa= &amp;<a class="code" href="classNL3D_1_1CPatch.html#o12">BaseFarVertices</a>[0];
+01094 CTessFarVertex *fb= &amp;<a class="code" href="classNL3D_1_1CPatch.html#o12">BaseFarVertices</a>[1];
+01095 CTessFarVertex *fc= &amp;<a class="code" href="classNL3D_1_1CPatch.html#o12">BaseFarVertices</a>[2];
+01096 CTessFarVertex *fd= &amp;<a class="code" href="classNL3D_1_1CPatch.html#o12">BaseFarVertices</a>[3];
+01097 fa-&gt;Src= a;
+01098 fa-&gt;PCoord.setST(0,0);
+01099 fb-&gt;Src= b;
+01100 fb-&gt;PCoord.setST(0,1);
+01101 fc-&gt;Src= c;
+01102 fc-&gt;PCoord.setST(1,1);
+01103 fd-&gt;Src= d;
+01104 fd-&gt;PCoord.setST(1,0);
+01105
+01106 <font class="comment">// We don't have to fill the Far vertices VB here, because this patch is still not visible.</font>
+01107 <font class="comment">// NB: we can't because we don't have any driver here.</font>
+01108 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>==<font class="keyword">true</font>);
+01109
+01110
+01111 <font class="comment">// Make Roots.</font>
+01112 <font class="comment">/*</font>
+01113 <font class="comment"> Tesselation layout. For Square Face, and if OrderS&gt;=OrderT.</font>
+01114 <font class="comment"></font>
+01115 <font class="comment"> A-------D</font>
+01116 <font class="comment"> |\ Son1 |</font>
+01117 <font class="comment"> | \ |</font>
+01118 <font class="comment"> | \ |</font>
+01119 <font class="comment"> | Son0 \|</font>
+01120 <font class="comment"> B-------C</font>
+01121 <font class="comment"></font>
+01122 <font class="comment"> For rectangles whith OrderT&gt;OrderS. It is VERY IMPORTANT, for splitRectangular() reasons.</font>
+01123 <font class="comment"></font>
+01124 <font class="comment"> A-------D</font>
+01125 <font class="comment"> | Son0 /|</font>
+01126 <font class="comment"> | / |</font>
+01127 <font class="comment"> | / |</font>
+01128 <font class="comment"> |/ Son1 |</font>
+01129 <font class="comment"> B-------C</font>
+01130 <font class="comment"></font>
+01131 <font class="comment"> */</font>
+01132 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>==NULL);
+01133 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>==NULL);
+01134 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>= <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;newTessFace();
+01135 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>= <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;newTessFace();
+01136
+01137 <font class="comment">// Son0.</font>
+01138 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;Patch= <font class="keyword">this</font>;
+01139 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;Level= 0;
+01140 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>)
+01141 {
+01142 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VBase= b;
+01143 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VLeft= c;
+01144 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VRight= a;
+01145 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVBase= fb;
+01146 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVLeft= fc;
+01147 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVRight= fa;
+01148 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;PVBase.setST(0, 1);
+01149 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;PVLeft.setST(1, 1);
+01150 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;PVRight.setST(0, 0);
+01151 }
+01152 <font class="keywordflow">else</font>
+01153 {
+01154 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VBase= a;
+01155 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VLeft= b;
+01156 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VRight= d;
+01157 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVBase= fa;
+01158 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVLeft= fb;
+01159 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVRight= fd;
+01160 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;PVBase.setST(0, 0);
+01161 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;PVLeft.setST(0, 1);
+01162 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;PVRight.setST(1, 0);
+01163 }
+01164 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FBase= <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>;
+01165 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FLeft= NULL;
+01166 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FRight= NULL;
+01167 <font class="comment">// No tile info.</font>
+01168 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;Size= <a class="code" href="classNL3D_1_1CPatch.html#o8">ErrorSize</a>/2;
+01169 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;computeSplitPoint();
+01170
+01171 <font class="comment">// Son1.</font>
+01172 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;Patch= <font class="keyword">this</font>;
+01173 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;Level= 0;
+01174 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>)
+01175 {
+01176 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VBase= d;
+01177 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VLeft= a;
+01178 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VRight= c;
+01179 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FVBase= fd;
+01180 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FVLeft= fa;
+01181 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FVRight= fc;
+01182 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;PVBase.setST(1, 0);
+01183 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;PVLeft.setST(0, 0);
+01184 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;PVRight.setST(1, 1);
+01185 }
+01186 <font class="keywordflow">else</font>
+01187 {
+01188 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VBase= c;
+01189 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VLeft= d;
+01190 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VRight= b;
+01191 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FVBase= fc;
+01192 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FVLeft= fd;
+01193 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FVRight= fb;
+01194 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;PVBase.setST(1, 1);
+01195 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;PVLeft.setST(1, 0);
+01196 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;PVRight.setST(0, 1);
+01197 }
+01198 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FBase= <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>;
+01199 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FLeft= NULL;
+01200 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FRight= NULL;
+01201 <font class="comment">// No tile info.</font>
+01202 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;Size= <a class="code" href="classNL3D_1_1CPatch.html#o8">ErrorSize</a>/2;
+01203 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;computeSplitPoint();
+01204
+01205
+01206 <font class="comment">// Prepare the render list...</font>
+01207 <a class="code" href="classNL3D_1_1CPatch.html#z680_2">clearTessBlocks</a>();
+01208 <a class="code" href="classNL3D_1_1CPatch.html#z680_1">resetMasterBlock</a>();
+01209 <a class="code" href="classNL3D_1_1CPatch.html#z680_15">appendFarVertexToRenderList</a>(fa);
+01210 <a class="code" href="classNL3D_1_1CPatch.html#z680_15">appendFarVertexToRenderList</a>(fb);
+01211 <a class="code" href="classNL3D_1_1CPatch.html#z680_15">appendFarVertexToRenderList</a>(fc);
+01212 <a class="code" href="classNL3D_1_1CPatch.html#z680_15">appendFarVertexToRenderList</a>(fd);
+01213 <a class="code" href="classNL3D_1_1CPatch.html#z680_8">appendFaceToRenderList</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>);
+01214 <a class="code" href="classNL3D_1_1CPatch.html#z680_8">appendFaceToRenderList</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+01215
+01216 <font class="comment">// Usefull for geomorph: Init 2 root faces MaxNearLimit, and MaxFaceSize</font>
+01217 <font class="comment">// NB: since no geomorph is made on endpoints (StartPos==EndPos) of patchs, this is not usefull.</font>
+01218 <font class="comment">// but it is important to ensure the VP or software geomorph won't crash with bad float values.</font>
+01219 <font class="comment">// Init MaxFaceSize.</font>
+01220 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VBase-&gt;MaxFaceSize= 1;
+01221 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VLeft-&gt;MaxFaceSize= 1;
+01222 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VRight-&gt;MaxFaceSize= 1;
+01223 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VBase-&gt;MaxFaceSize= 1;
+01224 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VLeft-&gt;MaxFaceSize= 1;
+01225 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VRight-&gt;MaxFaceSize= 1;
+01226 <font class="comment">// Init MaxNearLimit.</font>
+01227 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VBase-&gt;MaxNearLimit= 1;
+01228 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VLeft-&gt;MaxNearLimit= 1;
+01229 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VRight-&gt;MaxNearLimit= 1;
+01230 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VBase-&gt;MaxNearLimit= 1;
+01231 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VLeft-&gt;MaxNearLimit= 1;
+01232 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VRight-&gt;MaxNearLimit= 1;
+01233
+01234 }
+01235
+01236
+01237 <font class="comment">// ***************************************************************************</font>
+<a name="l01238"></a><a class="code" href="classNL3D_1_1CPatch.html#a2">01238</a> <font class="keywordtype">void</font> CPatch::compile(CZone *<a class="code" href="driver__opengl__extension__def_8h.html#a366">z</a>, uint patchId, uint8 orderS, uint8 orderT, CTessVertex *baseVertices[4], <font class="keywordtype">float</font> errorSize)
+01239 {
+01240 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a366">z</a>);
+01241 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a366">z</a>;
+01242
+01243 <font class="comment">// For updateLighting, get the correct pointer now.</font>
+01244 <font class="comment">// Init UL circular list to me</font>
+01245 <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>= <font class="keyword">this</font>;
+01246 <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>= <font class="keyword">this</font>;
+01247
+01248
+01249 <font class="comment">// Once the patch is inserted and compiled in a zone, it is ready to be rendered.</font>
+01250 <font class="comment">// So now fill the Patch info in render pass.</font>
+01251 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.Patch= <font class="keyword">this</font>;
+01252 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.Patch= <font class="keyword">this</font>;
+01253
+01254 <font class="comment">// init also the MasterBlock.</font>
+01255 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.init(<font class="keyword">this</font>);
+01256
+01257 <font class="comment">// only 65536 patch per zone allowed.</font>
+01258 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId&lt;0x10000);
+01259 <a class="code" href="classNL3D_1_1CPatch.html#o1">PatchId</a>= (uint16)patchId;
+01260
+01261 <font class="keywordflow">if</font>(errorSize==0)
+01262 <a class="code" href="classNL3D_1_1CPatch.html#c3">computeDefaultErrorSize</a>();
+01263 <font class="keywordflow">else</font>
+01264 <a class="code" href="classNL3D_1_1CPatch.html#o8">ErrorSize</a>= errorSize;
+01265
+01266 <a class="code" href="debug_8h.html#a6">nlassert</a>(orderS==2 || orderS==4 || orderS==8 || orderS==16);
+01267 <a class="code" href="debug_8h.html#a6">nlassert</a>(orderT==2 || orderT==4 || orderT==8 || orderT==16);
+01268 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>==orderS);
+01269 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>==orderT);
+01270
+01271 <font class="comment">// Compile additional infos.</font>
+01272 sint ps= <a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a>(orderS) , pt= <a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a>(orderT);
+01273 sint pmin= <a class="code" href="bit__set_8cpp.html#a0">min</a>(ps,pt);
+01274 sint pmax= max(ps,pt);
+01275 <font class="comment">// Rectangular patch OK.</font>
+01276 <font class="comment">// Work, since patch 1xX are illegal. =&gt; The TileLimitLevel is at least 2 level distant from the time where</font>
+01277 <font class="comment">// the rectangular patch is said "un-rectangular-ed" (tesselation looks like square). Hence, there is no problem</font>
+01278 <font class="comment">// with rectangular UV geomorph (well don't bother me, make a draw :) ).</font>
+01279 <a class="code" href="classNL3D_1_1CPatch.html#o6">TileLimitLevel</a>= pmin*2 + pmax-pmin;
+01280 <font class="comment">// A TessBlock is a 2*2 tile. This simple formula works because patch 1xX are illegal.</font>
+01281 <a class="code" href="classNL3D_1_1CPatch.html#o5">TessBlockLimitLevel</a>= <a class="code" href="classNL3D_1_1CPatch.html#o6">TileLimitLevel</a>-2;
+01282 <font class="comment">// This tell us when the tess face is "un-rectangular-ed" (to say a square). Before, it is a "rectangular" face, </font>
+01283 <font class="comment">// which has a strange fxxxxxg split.</font>
+01284 <font class="comment">// If patch is square, then SquareLimitLevel=0 (ok!!).</font>
+01285 <a class="code" href="classNL3D_1_1CPatch.html#o7">SquareLimitLevel</a>= pmax-pmin;
+01286
+01287 <font class="comment">// Buil the BSPhere.</font>
+01288 CAABBox bb= <a class="code" href="classNL3D_1_1CPatch.html#a14">buildBBox</a>();
+01289 <a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Center= bb.getCenter();
+01290 <a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius= bb.getRadius();
+01291
+01292 <font class="comment">// Bind vertices, to zone base vertices.</font>
+01293 <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[0]= baseVertices[0];
+01294 <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[1]= baseVertices[1];
+01295 <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[2]= baseVertices[2];
+01296 <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[3]= baseVertices[3];
+01297
+01298 <font class="comment">// build Sons.</font>
+01299 <a class="code" href="classNL3D_1_1CPatch.html#c4">makeRoots</a>();
+01300 }
+01301 <font class="comment">// ***************************************************************************</font>
+<a name="l01302"></a><a class="code" href="classNL3D_1_1CPatch.html#a16">01302</a> CVector CPatch::computeVertex(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)<font class="keyword"> const</font>
+01303 <font class="keyword"></font>{
+01304 <font class="comment">// \todo yoyo: TODO_UVCORRECT: use UV correction.</font>
+01305
+01306 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;getNoiseMode())
+01307 {
+01308 <font class="comment">// compute displacement map to disturb result.</font>
+01309 CVector displace;
+01310 <a class="code" href="classNL3D_1_1CPatch.html#z685_10">computeNoise</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, displace);
+01311
+01312 <font class="comment">// return patch(s,t) + dispalcement result.</font>
+01313 <font class="comment">// unpack. Do it after computeNoise(), because this last may change the cache.</font>
+01314 CBezierPatch *patch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
+01315 <font class="keywordflow">return</font> patch-&gt;eval(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>) + displace;
+01316 }
+01317 <font class="keywordflow">else</font>
+01318 {
+01319 <font class="comment">// unpack and return patch(s,t).</font>
+01320 CBezierPatch *patch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
+01321 <font class="keywordflow">return</font> patch-&gt;eval(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
+01322 }
+01323 }
+01324
+01325
+01326 <font class="comment">// ***************************************************************************</font>
+<a name="l01327"></a><a class="code" href="classNL3D_1_1CPatch.html#a17">01327</a> CVector CPatch::computeContinousVertex(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)<font class="keyword"> const</font>
+01328 <font class="keyword"></font>{
+01329 <font class="comment">// must be compiled</font>
+01330 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>);
+01331
+01332 <font class="comment">// Test is on a edge/corner of the patch</font>
+01333 sint edgeIdS= -1;
+01334 sint edgeIdT= -1;
+01335 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>==0) edgeIdS= 0;
+01336 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>==1) edgeIdS= 2;
+01337 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>==0) edgeIdT= 3;
+01338 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>==1) edgeIdT= 1;
+01339
+01340 <font class="comment">// test if on a corner</font>
+01341 <font class="keywordflow">if</font>(edgeIdS&gt;=0 &amp;&amp; edgeIdT&gt;=0)
+01342 {
+01343 <font class="comment">// return the baseVertex according to edge falgs</font>
+01344 <font class="keywordflow">if</font>(edgeIdS==0 &amp;&amp; edgeIdT==3) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[0]-&gt;EndPos;
+01345 <font class="keywordflow">if</font>(edgeIdS==0 &amp;&amp; edgeIdT==1) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[1]-&gt;EndPos;
+01346 <font class="keywordflow">if</font>(edgeIdS==2 &amp;&amp; edgeIdT==1) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[2]-&gt;EndPos;
+01347 <font class="keywordflow">if</font>(edgeIdS==2 &amp;&amp; edgeIdT==3) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[3]-&gt;EndPos;
+01348 <a class="code" href="debug_8h.html#a12">nlstop</a>;
+01349 <font class="comment">// Error, but Avoid warning</font>
+01350 <font class="keywordflow">return</font> CVector::Null;
+01351 }
+01352 <font class="comment">// test if on an edge</font>
+01353 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(edgeIdS&gt;=0 || edgeIdT&gt;=0)
+01354 {
+01355 <font class="comment">// Yes, must compute myslef</font>
+01356 CVector vertexOnMe= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
+01357
+01358 <font class="comment">// Then, must compute my neighbor.</font>
+01359 sint edgeId;
+01360 <font class="keywordflow">if</font>(edgeIdS&gt;=0)
+01361 edgeId= edgeIdS;
+01362 <font class="keywordflow">else</font>
+01363 edgeId= edgeIdT;
+01364
+01365 <font class="comment">// Get my neighbor, if any.</font>
+01366 CBindInfo bindInfo;
+01367 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edgeId, bindInfo);
+01368 <font class="comment">// Fast reject: if no neighbor on the edge, just return my pos.</font>
+01369 <font class="keywordflow">if</font>(!bindInfo.Zone)
+01370 {
+01371 <font class="keywordflow">return</font> vertexOnMe;
+01372 }
+01373 <font class="comment">// else must get vertex pos of my neighbor, and average.</font>
+01374 <font class="keywordflow">else</font>
+01375 {
+01376 <font class="comment">// use a CPatchUVLocator to get UV in neighbor patch</font>
+01377 CPatchUVLocator uvLocator;
+01378 uvLocator.build(<font class="keyword">this</font>, edgeId, bindInfo);
+01379
+01380 <font class="comment">// UVlocator use OrderS/OrderT coordinate system.</font>
+01381 CVector2f stTileIn, stTileOut;
+01382 stTileIn.x= <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a> * <a class="code" href="classNL3D_1_1CPatch.html#a6">getOrderS</a>();
+01383 stTileIn.y= <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a> * <a class="code" href="classNL3D_1_1CPatch.html#a7">getOrderT</a>();
+01384
+01385 <font class="comment">// transform coordinate to get into the neigbhor patch</font>
+01386 uint pid= uvLocator.selectPatch(stTileIn);
+01387 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *nebPatch;
+01388 uvLocator.locateUV(stTileIn, pid, nebPatch, stTileOut);
+01389
+01390 <font class="comment">// transform neigbhor coord in 0..1 coordinate space.</font>
+01391 stTileOut.x/= nebPatch-&gt;getOrderS();
+01392 stTileOut.y/= nebPatch-&gt;getOrderT();
+01393
+01394 <font class="comment">// and compute vertex. NB: if binded on 2 or 4 patch, it is then possible that stTileOut is on a</font>
+01395 <font class="comment">// a corner ( (0,0), (0,1) ...).</font>
+01396 <font class="comment">// In this case, we must use the precomputed Vertex pos, for completeness.</font>
+01397 <font class="keywordtype">bool</font> onCorner;
+01398 CVector vertexOnNeb= nebPatch-&gt;computeVertexButCorner(stTileOut.x, stTileOut.y, onCorner);
+01399
+01400 <font class="comment">// If the neighbor is on a corner, then use its corner value.</font>
+01401 <font class="keywordflow">if</font>(onCorner)
+01402 <font class="keywordflow">return</font> vertexOnNeb;
+01403 <font class="keywordflow">else</font>
+01404 {
+01405 <font class="comment">// Average the 2 and return this result.</font>
+01406 vertexOnMe+= vertexOnNeb;
+01407 vertexOnMe/= 2;
+01408 <font class="keywordflow">return</font> vertexOnMe;
+01409 }
+01410 }
+01411
+01412 }
+01413 <font class="comment">// else, std case</font>
+01414 <font class="keywordflow">else</font>
+01415 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
+01416 }
+01417
+01418
+01419 <font class="comment">// ***************************************************************************</font>
+<a name="l01420"></a><a class="code" href="classNL3D_1_1CPatch.html#z683_4">01420</a> CVector CPatch::computeVertexButCorner(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keywordtype">bool</font> &amp;onCorner)<font class="keyword"> const</font>
+01421 <font class="keyword"></font>{
+01422 <font class="comment">// must be compiled</font>
+01423 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>);
+01424
+01425 <font class="comment">// Test is on a edge/corner of the patch</font>
+01426 sint edgeIdS= -1;
+01427 sint edgeIdT= -1;
+01428 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>==0) edgeIdS= 0;
+01429 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>==1) edgeIdS= 2;
+01430 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>==0) edgeIdT= 3;
+01431 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>==1) edgeIdT= 1;
+01432
+01433 <font class="comment">// test if on a corner</font>
+01434 <font class="keywordflow">if</font>(edgeIdS&gt;=0 &amp;&amp; edgeIdT&gt;=0)
+01435 {
+01436 <font class="comment">// indicate that yes, we are on a corner</font>
+01437 onCorner= <font class="keyword">true</font>;
+01438 <font class="comment">// return the baseVertex according to edge falgs</font>
+01439 <font class="keywordflow">if</font>(edgeIdS==0 &amp;&amp; edgeIdT==3) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[0]-&gt;EndPos;
+01440 <font class="keywordflow">if</font>(edgeIdS==0 &amp;&amp; edgeIdT==1) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[1]-&gt;EndPos;
+01441 <font class="keywordflow">if</font>(edgeIdS==2 &amp;&amp; edgeIdT==1) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[2]-&gt;EndPos;
+01442 <font class="keywordflow">if</font>(edgeIdS==2 &amp;&amp; edgeIdT==3) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[3]-&gt;EndPos;
+01443 <a class="code" href="debug_8h.html#a12">nlstop</a>;
+01444 <font class="comment">// Error, but Avoid warning</font>
+01445 <font class="keywordflow">return</font> CVector::Null;
+01446 }
+01447 <font class="comment">// else, std case</font>
+01448 <font class="keywordflow">else</font>
+01449 {
+01450 onCorner= <font class="keyword">false</font>;
+01451 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
+01452 }
+01453 }
+01454
+01455
+01456 <font class="comment">// ***************************************************************************</font>
+<a name="l01457"></a><a class="code" href="classNL3D_1_1CPatch.html#a27">01457</a> <font class="keywordtype">void</font> CPatch::refineAll()
+01458 {
+01459 <font class="comment">// refineAll.</font>
+01460 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>);
+01461 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+01462 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;refineAll();
+01463 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;refineAll();
+01464 }
+01465
+01466
+01467
+01468 <font class="comment">// ***************************************************************************</font>
+<a name="l01469"></a><a class="code" href="classNL3D_1_1CPatch.html#a21">01469</a> <font class="keywordtype">void</font> CPatch::averageTesselationVertices()
+01470 {
+01471 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>);
+01472 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+01473
+01474 <font class="comment">// Recompute the BaseVertices. This is usefull for Pacs.</font>
+01475 <font class="comment">// Because CLandscape::averageTesselationVertices() is made on a strict order for patchs (map of zones, then </font>
+01476 <font class="comment">// array of patchs), we are sure to overwrite BaseVertices in this order.</font>
+01477 CTessVertex *a= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[0];
+01478 CTessVertex *b= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[1];
+01479 CTessVertex *c= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[2];
+01480 CTessVertex *d= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[3];
+01481 <font class="comment">// Set positions.</font>
+01482 a-&gt;Pos= a-&gt;StartPos= a-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(0,0);
+01483 b-&gt;Pos= b-&gt;StartPos= b-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(0,1);
+01484 c-&gt;Pos= c-&gt;StartPos= c-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(1,1);
+01485 d-&gt;Pos= d-&gt;StartPos= d-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(1,0);
+01486
+01487
+01488 <font class="comment">// Average the tesselation of sons.</font>
+01489 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;averageTesselationVertices();
+01490 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;averageTesselationVertices();
+01491 }
+01492
+01493
+01494 <font class="comment">// ***************************************************************************</font>
+<a name="l01495"></a><a class="code" href="classNL3D_1_1CPatch.html#a31">01495</a> <font class="keywordtype">void</font> CPatch::refreshTesselationGeometry()
+01496 {
+01497 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>);
+01498 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+01499
+01500 <font class="comment">// Recompute the BaseVertices.</font>
+01501 CTessVertex *a= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[0];
+01502 CTessVertex *b= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[1];
+01503 CTessVertex *c= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[2];
+01504 CTessVertex *d= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[3];
+01505 <font class="comment">// Set positions.</font>
+01506 a-&gt;Pos= a-&gt;StartPos= a-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(0,0);
+01507 b-&gt;Pos= b-&gt;StartPos= b-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(0,1);
+01508 c-&gt;Pos= c-&gt;StartPos= c-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(1,1);
+01509 d-&gt;Pos= d-&gt;StartPos= d-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(1,0);
+01510
+01511
+01512 <font class="comment">// refresh the tesselation of sons.</font>
+01513 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;refreshTesselationGeometry();
+01514 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;refreshTesselationGeometry();
+01515 }
+01516
+01517
+01518
+01519 <font class="comment">// ***************************************************************************</font>
+<a name="l01520"></a><a class="code" href="classNL3D_1_1CPatch.html#a26">01520</a> <font class="keywordtype">void</font> CPatch::clip(<font class="keyword">const</font> std::vector&lt;CPlane&gt; &amp;pyramid)
+01521 {
+01522 <a class="code" href="classNL3D_1_1CPatch.html#o25">Clipped</a>= <font class="keyword">false</font>;
+01523 <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)pyramid.size();i++)
+01524 {
+01525 <font class="comment">// If entirely out.</font>
+01526 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.clipBack(pyramid[i]))
+01527 {
+01528 <a class="code" href="classNL3D_1_1CPatch.html#o25">Clipped</a>= <font class="keyword">true</font>;
+01529 <font class="keywordflow">break</font>;
+01530 }
+01531 }
+01532
+01533 <font class="comment">// A patch clipped is clipped to render too.</font>
+01534 <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>= <a class="code" href="classNL3D_1_1CPatch.html#o25">Clipped</a>;
+01535 }
+01536
+01537
+01538 <font class="comment">// ***************************************************************************</font>
+<a name="l01539"></a><a class="code" href="classNL3D_1_1CPatch.html#a28">01539</a> <font class="keywordtype">void</font> CPatch::resetRenderFar()
+01540 {
+01541 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
+01542 {
+01543 <font class="comment">// free the render pass.</font>
+01544 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>);
+01545 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass= NULL;
+01546 }
+01547 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
+01548 {
+01549 <font class="comment">// free the render pass.</font>
+01550 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>);
+01551 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass= NULL;
+01552 }
+01553
+01554 <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= -1;
+01555 <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= -1;
+01556 }
+01557
+01558
+01559 <font class="comment">// ***************************************************************************</font>
+<a name="l01560"></a><a class="code" href="classNL3D_1_1CPatch.html#a32">01560</a> <font class="keywordtype">void</font> CPatch::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
+01561 {
+01562 <font class="comment">/*</font>
+01563 <font class="comment"> Version 7:</font>
+01564 <font class="comment"> - remove unused information from CTileColor. just keep 565 color</font>
+01565 <font class="comment"> Version 6:</font>
+01566 <font class="comment"> - default UnderWater flags for tileElements before version 6.</font>
+01567 <font class="comment"> Version 5:</font>
+01568 <font class="comment"> - TileLightInfluences serialized.</font>
+01569 <font class="comment"> Version 4:</font>
+01570 <font class="comment"> - Smooth flag serialized</font>
+01571 <font class="comment"> Version 3:</font>
+01572 <font class="comment"> - NoiseRotation.</font>
+01573 <font class="comment"> - NoiseSmooth.</font>
+01574 <font class="comment"> Version 2:</font>
+01575 <font class="comment"> - Lumels.</font>
+01576 <font class="comment"> Version 1:</font>
+01577 <font class="comment"> - Tile color.</font>
+01578 <font class="comment"> Version 0:</font>
+01579 <font class="comment"> - base version.</font>
+01580 <font class="comment"> */</font>
+01581 uint ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(<a class="code" href="classNL3D_1_1CPatch.html#r0">_Version</a>);
+01582
+01583 <font class="comment">// No more compatibility before version 2, because OrderS / OrderT not serialized in preceding version</font>
+01584 <font class="comment">// Doens't matter since CZone::serial() do not support it too.</font>
+01585 <font class="keywordflow">if</font> (ver&lt;2)
+01586 {
+01587 <font class="keywordflow">throw</font> EOlderStream(f);
+01588 }
+01589
+01590 f.<a class="code" href="classNLMISC_1_1IStream.html#a34">xmlSerial</a> (<a class="code" href="classNL3D_1_1CPatch.html#m0">Vertices</a>[0], <a class="code" href="classNL3D_1_1CPatch.html#m0">Vertices</a>[1], <a class="code" href="classNL3D_1_1CPatch.html#m0">Vertices</a>[2], <a class="code" href="classNL3D_1_1CPatch.html#m0">Vertices</a>[3], <font class="stringliteral">"VERTICIES"</font>);
+01591
+01592 f.<a class="code" href="classNLMISC_1_1IStream.html#a38">xmlPush</a> (<font class="stringliteral">"TANGENTS"</font>);
+01593 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a> (<a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[0], <a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[1], <a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[2], <a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[3]);
+01594 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a> (<a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[4], <a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[5], <a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[6], <a class="code" href="classNL3D_1_1CPatch.html#m1">Tangents</a>[7]);
+01595 f.<a class="code" href="classNLMISC_1_1IStream.html#a41">xmlPop</a> ();
+01596
+01597 f.<a class="code" href="classNLMISC_1_1IStream.html#a34">xmlSerial</a> (<a class="code" href="classNL3D_1_1CPatch.html#m2">Interiors</a>[0], <a class="code" href="classNL3D_1_1CPatch.html#m2">Interiors</a>[1], <a class="code" href="classNL3D_1_1CPatch.html#m2">Interiors</a>[2], <a class="code" href="classNL3D_1_1CPatch.html#m2">Interiors</a>[3], <font class="stringliteral">"INTERIORS"</font>);
+01598
+01599 f.<a class="code" href="classNLMISC_1_1IStream.html#a38">xmlPush</a> (<font class="stringliteral">"TILES"</font>);
+01600 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>);
+01601 f.<a class="code" href="classNLMISC_1_1IStream.html#a41">xmlPop</a> ();
+01602
+01603 <font class="keywordflow">if</font>(ver&gt;=1)
+01604 {
+01605 <font class="comment">// Read/Write TileColors.</font>
+01606 <font class="keywordflow">if</font>(ver&lt;=6)
+01607 {
+01608 <a class="code" href="debug_8h.html#a6">nlassert</a>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>());
+01609
+01610 <font class="comment">// read old version of tilesColors (ie with LightX/LightY/LightZ, which are deprecated now)</font>
+01611 vector&lt;CTileColorOldPatchVersion6&gt; tmpArray;
+01612 f.<a class="code" href="classNLMISC_1_1IStream.html#a38">xmlPush</a> (<font class="stringliteral">"TILE_COLORS"</font>);
+01613 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(tmpArray);
+01614 f.<a class="code" href="classNLMISC_1_1IStream.html#a41">xmlPop</a> ();
+01615
+01616 <font class="comment">// then just copy to TileColors.</font>
+01617 <a class="code" href="classNL3D_1_1CPatch.html#m5">TileColors</a>.resize(tmpArray.size());
+01618 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#m5">TileColors</a>.size()&gt;0)
+01619 {
+01620 memcpy(&amp;<a class="code" href="classNL3D_1_1CPatch.html#m5">TileColors</a>[0], &amp;tmpArray[0], <a class="code" href="classNL3D_1_1CPatch.html#m5">TileColors</a>.size()*<font class="keyword">sizeof</font>(CTileColor));
+01621 }
+01622 }
+01623 <font class="keywordflow">else</font>
+01624 {
+01625 <font class="comment">// version &gt;=7, just serial array of TileColors (16 bits TileColor only)</font>
+01626 f.<a class="code" href="classNLMISC_1_1IStream.html#a38">xmlPush</a> (<font class="stringliteral">"TILE_COLORS"</font>);
+01627 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CPatch.html#m5">TileColors</a>);
+01628 f.<a class="code" href="classNLMISC_1_1IStream.html#a41">xmlPop</a> ();
+01629 }
+01630 }
+01631 <font class="keywordflow">if</font>(ver&gt;=2)
+01632 {
+01633 f.<a class="code" href="classNLMISC_1_1IStream.html#a34">xmlSerial</a> (<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>, <font class="stringliteral">"ORDER_S"</font>);
+01634 f.<a class="code" href="classNLMISC_1_1IStream.html#a34">xmlSerial</a> (<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>, <font class="stringliteral">"ORDER_T"</font>);
+01635
+01636 f.<a class="code" href="classNLMISC_1_1IStream.html#a38">xmlPush</a> (<font class="stringliteral">"COMPRESSED_LUMELS"</font>);
+01637 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>);
+01638 f.<a class="code" href="classNLMISC_1_1IStream.html#a41">xmlPop</a> ();
+01639 }
+01640 <font class="comment">// Else cannot create here the TileColors, because we need the OrderS/OrderT information... Done into CZone serial.</font>
+01641 <font class="keywordflow">if</font>(ver&gt;=3)
+01642 {
+01643 f.<a class="code" href="classNLMISC_1_1IStream.html#a34">xmlSerial</a> (<a class="code" href="classNL3D_1_1CPatch.html#z668_2">NoiseRotation</a>, <font class="stringliteral">"NOISE_ROTATION"</font>);
+01644 f.<a class="code" href="classNLMISC_1_1IStream.html#a34">xmlSerial</a> (<a class="code" href="classNL3D_1_1CPatch.html#z668_3">_CornerSmoothFlag</a>, <font class="stringliteral">"CORNER_SMOOTH_FLAG"</font>);
+01645 }
+01646 <font class="keywordflow">else</font>
+01647 {
+01648 <font class="comment">// No Rotation / not smooth by default.</font>
+01649 <a class="code" href="classNL3D_1_1CPatch.html#z668_2">NoiseRotation</a>= 0;
+01650 <a class="code" href="classNL3D_1_1CPatch.html#z668_3">_CornerSmoothFlag</a>= 0;
+01651 }
+01652 <font class="keywordflow">if</font>(ver&gt;=4)
+01653 {
+01654 f.<a class="code" href="classNLMISC_1_1IStream.html#a34">xmlSerial</a>(<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>, <font class="stringliteral">"FLAGS"</font>);
+01655 }
+01656 <font class="keywordflow">else</font>
+01657 {
+01658 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>=<a class="code" href="patch_8h.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>;
+01659 }
+01660
+01661 <font class="comment">// Serialize TileLightInfluences</font>
+01662 <font class="keywordflow">if</font>(ver&gt;=5)
+01663 {
+01664 f.<a class="code" href="classNLMISC_1_1IStream.html#a38">xmlPush</a> (<font class="stringliteral">"TILE_LIGHT_INFLUENCES"</font>);
+01665 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CPatch.html#m6">TileLightInfluences</a>);
+01666 f.<a class="code" href="classNLMISC_1_1IStream.html#a41">xmlPop</a> ();
+01667 }
+01668 <font class="keywordflow">else</font>
+01669 {
+01670 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
+01671 {
+01672 <font class="comment">// Fill default.</font>
+01673 <a class="code" href="classNL3D_1_1CPatch.html#z675_0">resetTileLightInfluences</a>();
+01674 }
+01675 }
+01676
+01677 <font class="comment">// if read a too old version, </font>
+01678 <font class="keywordflow">if</font>(ver&lt;6 &amp;&amp; f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
+01679 {
+01680 <font class="comment">// reset tileElements vegetableState to AboveWater.</font>
+01681 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>.size(); i++)
+01682 {
+01683 <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[i].setVegetableState(CTileElement::AboveWater);
+01684 }
+01685 }
+01686
+01687
+01688 }
+01689
+01690
+01691
+01692 <font class="comment">// ***************************************************************************</font>
+01693 <font class="comment">// ***************************************************************************</font>
+01694 <font class="comment">// Bind / UnBind.</font>
+01695 <font class="comment">// ***************************************************************************</font>
+01696 <font class="comment">// ***************************************************************************</font>
+01697
+01698
+01699
+01700 <font class="comment">// ***************************************************************************</font>
+<a name="l01701"></a><a class="code" href="classNL3D_1_1CPatch.html#a18">01701</a> <font class="keywordtype">void</font> CPatch::unbind()
+01702 {
+01703 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+01704
+01705 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;unbind();
+01706 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;unbind();
+01707 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;forceMerge();
+01708 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;forceMerge();
+01709 <font class="comment">// forcemerge should have be completed.</font>
+01710 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;isLeaf());
+01711 <font class="comment">// unbind should have be completed.</font>
+01712 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FLeft == NULL);
+01713 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FRight == NULL);
+01714 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FLeft == NULL);
+01715 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FRight == NULL);
+01716
+01717
+01718 <font class="comment">// unbind Noise.</font>
+01719 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[0]= NULL;
+01720 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[1]= NULL;
+01721 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[2]= NULL;
+01722 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[3]= NULL;
+01723
+01724 }
+01725
+01726
+01727 <font class="comment">// ***************************************************************************</font>
+<a name="l01728"></a><a class="code" href="classNL3D_1_1CPatch.html#c5">01728</a> CTessFace *CPatch::getRootFaceForEdge(sint edge)<font class="keyword"> const</font>
+01729 <font class="keyword"></font>{
+01730 <a class="code" href="debug_8h.html#a6">nlassert</a>(edge&gt;=0 &amp;&amp; edge&lt;=3);
+01731
+01732 <font class="comment">// See tessellation rules.</font>
+01733 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>)
+01734 {
+01735 <font class="keywordflow">if</font>(edge==0 || edge==1)
+01736 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>;
+01737 <font class="keywordflow">else</font>
+01738 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>;
+01739 }
+01740 <font class="keywordflow">else</font>
+01741 {
+01742 <font class="keywordflow">if</font>(edge==0 || edge==3)
+01743 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>;
+01744 <font class="keywordflow">else</font>
+01745 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>;
+01746 }
+01747 }
+01748
+01749 <font class="comment">// ***************************************************************************</font>
+<a name="l01750"></a><a class="code" href="classNL3D_1_1CPatch.html#c6">01750</a> CTessVertex *CPatch::getRootVertexForEdge(sint edge)<font class="keyword"> const</font>
+01751 <font class="keyword"></font>{
+01752 <font class="comment">// Return the vertex which is the start of edge.</font>
+01753 <a class="code" href="debug_8h.html#a6">nlassert</a>(edge&gt;=0 &amp;&amp; edge&lt;=3);
+01754
+01755 <font class="comment">// See tessellation rules.</font>
+01756 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>)
+01757 {
+01758 <font class="keywordflow">switch</font>(edge)
+01759 {
+01760 <font class="keywordflow">case</font> 0: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VRight;
+01761 <font class="keywordflow">case</font> 1: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VBase;
+01762 <font class="keywordflow">case</font> 2: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VLeft;
+01763 <font class="keywordflow">case</font> 3: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VBase;
+01764 <font class="keywordflow">default</font>: <font class="keywordflow">return</font> NULL;
+01765 }
+01766 }
+01767 <font class="keywordflow">else</font>
+01768 {
+01769 <font class="keywordflow">switch</font>(edge)
+01770 {
+01771 <font class="keywordflow">case</font> 0: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VBase;
+01772 <font class="keywordflow">case</font> 1: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VLeft;
+01773 <font class="keywordflow">case</font> 2: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;VBase;
+01774 <font class="keywordflow">case</font> 3: <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;VRight;
+01775 <font class="keywordflow">default</font>: <font class="keywordflow">return</font> NULL;
+01776 }
+01777 }
+01778 }
+01779
+01780
+01781 <font class="comment">// ***************************************************************************</font>
+<a name="l01782"></a><a class="code" href="classNL3D_1_1CPatch.html#c7">01782</a> <font class="keywordtype">void</font> CPatch::changeEdgeNeighbor(sint edge, CTessFace *to)
+01783 {
+01784 <a class="code" href="debug_8h.html#a6">nlassert</a>(edge&gt;=0 &amp;&amp; edge&lt;=3);
+01785
+01786 <font class="comment">// See tessellation rules.</font>
+01787 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>)
+01788 {
+01789 <font class="keywordflow">switch</font>(edge)
+01790 {
+01791 <font class="keywordflow">case</font> 0: <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FRight= to; <font class="keywordflow">break</font>;
+01792 <font class="keywordflow">case</font> 1: <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FLeft= to; <font class="keywordflow">break</font>;
+01793 <font class="keywordflow">case</font> 2: <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FRight= to; <font class="keywordflow">break</font>;
+01794 <font class="keywordflow">case</font> 3: <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FLeft= to; <font class="keywordflow">break</font>;
+01795 }
+01796 }
+01797 <font class="keywordflow">else</font>
+01798 {
+01799 <font class="keywordflow">switch</font>(edge)
+01800 {
+01801 <font class="keywordflow">case</font> 0: <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FLeft= to; <font class="keywordflow">break</font>;
+01802 <font class="keywordflow">case</font> 1: <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FRight= to; <font class="keywordflow">break</font>;
+01803 <font class="keywordflow">case</font> 2: <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FLeft= to; <font class="keywordflow">break</font>;
+01804 <font class="keywordflow">case</font> 3: <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FRight= to; <font class="keywordflow">break</font>;
+01805 }
+01806 }
+01807 }
+01808
+01809
+01810 <font class="comment">// ***************************************************************************</font>
+<a name="l01811"></a><a class="code" href="classNL3D_1_1CPatch.html#z684_0">01811</a> CTessFace *CPatch::linkTessFaceWithEdge(<font class="keyword">const</font> CVector2f &amp;uv0, <font class="keyword">const</font> CVector2f &amp;uv1, CTessFace *linkTo)
+01812 {
+01813 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+01814 <font class="comment">// Try to link with Root Son0</font>
+01815 <a class="code" href="classNL3D_1_1CPatch.html#l0">CTessFace</a> *face= <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;linkTessFaceWithEdge(uv0, uv1, linkTo);
+01816 <font class="comment">// if Failed Try to link with Root Son1</font>
+01817 <font class="keywordflow">if</font>(!face)
+01818 face= <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;linkTessFaceWithEdge(uv0, uv1, linkTo);
+01819 <font class="keywordflow">return</font> face;
+01820 }
+01821
+01822
+01823 <font class="comment">// ***************************************************************************</font>
+<a name="l01824"></a><a class="code" href="classNL3D_1_1CPatch.html#a19">01824</a> <font class="keywordtype">void</font> CPatch::bind(CBindInfo Edges[4], <font class="keywordtype">bool</font> rebind)
+01825 {
+01826 <font class="comment">// The multiple Patch Face.</font>
+01827 <font class="comment">// By default, Patch==NULL, FLeft, FRight and FBase==NULL so ok!</font>
+01828 <font class="keyword">static</font> <a class="code" href="classNL3D_1_1CPatch.html#l0">CTessFace</a> bind1_2[4];
+01829 <font class="keyword">static</font> <a class="code" href="classNL3D_1_1CPatch.html#l0">CTessFace</a> bind1_4[8];
+01830
+01831
+01832 <font class="comment">// THIS PATCH MUST BE UNBOUND FIRST!!!!!</font>
+01833 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+01834 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;isLeaf());
+01835 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FLeft == NULL);
+01836 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FRight == NULL);
+01837 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FLeft == NULL);
+01838 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FRight == NULL);
+01839
+01840
+01841 <font class="comment">// bind the Realtime bind info here (before any computeVertex, and before bind too).</font>
+01842 sint i;
+01843 <font class="keywordflow">for</font>(i=0;i&lt;4;i++)
+01844 {
+01845 <font class="comment">// just Copy zone (if not NULL).</font>
+01846 <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[i]= Edges[i].Zone;
+01847 }
+01848
+01849
+01850 <font class="keywordflow">if</font>(!rebind)
+01851 {
+01852 <font class="comment">// Just recompute base vertices.</font>
+01853 CTessVertex *a= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[0];
+01854 CTessVertex *b= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[1];
+01855 CTessVertex *c= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[2];
+01856 CTessVertex *d= <a class="code" href="classNL3D_1_1CPatch.html#o11">BaseVertices</a>[3];
+01857 <font class="comment">// Set positions.</font>
+01858 a-&gt;Pos= a-&gt;StartPos= a-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(0,0);
+01859 b-&gt;Pos= b-&gt;StartPos= b-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(0,1);
+01860 c-&gt;Pos= c-&gt;StartPos= c-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(1,1);
+01861 d-&gt;Pos= d-&gt;StartPos= d-&gt;EndPos= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(1,0);
+01862 <font class="comment">// NB: no propagation problem, since the patch has root only (since has to be unbound!!!)</font>
+01863 <font class="comment">// Recompute centers.</font>
+01864 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;computeSplitPoint();
+01865 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;computeSplitPoint();
+01866 }
+01867 <font class="keywordflow">else</font>
+01868 {
+01869 <font class="comment">// Keep old Vertices as computed from neighbors, but reFill the 4 FarVertices.</font>
+01870 <font class="comment">// NB: don't do it on NearVertices because suppose that Near is Off when a bind occurs (often far away).</font>
+01871 <a class="code" href="classNL3D_1_1CPatch.html#c27">checkFillVertexVBFar</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVBase);
+01872 <a class="code" href="classNL3D_1_1CPatch.html#c27">checkFillVertexVBFar</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVLeft);
+01873 <a class="code" href="classNL3D_1_1CPatch.html#c27">checkFillVertexVBFar</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;FVRight);
+01874 <a class="code" href="classNL3D_1_1CPatch.html#c27">checkFillVertexVBFar</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;FVBase);
+01875 }
+01876
+01877
+01878 <font class="comment">// Bind the roots.</font>
+01879 <font class="keywordflow">for</font>(i=0;i&lt;4;i++)
+01880 {
+01881 CBindInfo &amp;<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>= Edges[i];
+01882
+01883 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==0 || <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==1 || <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==2 || <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==4 || <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==5);
+01884 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==1)
+01885 {
+01886 <font class="comment">// Bind me on Next.</font>
+01887 this-&gt;<a class="code" href="classNL3D_1_1CPatch.html#c7">changeEdgeNeighbor</a>(i, <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[0]-&gt;getRootFaceForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[0]));
+01888 <font class="comment">// Bind Next on me.</font>
+01889 <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[0]-&gt;changeEdgeNeighbor(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[0], this-&gt;getRootFaceForEdge(i));
+01890 }
+01891 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==2)
+01892 {
+01893 <font class="comment">// Setup multiple bind.</font>
+01894 this-&gt;<a class="code" href="classNL3D_1_1CPatch.html#c7">changeEdgeNeighbor</a>(i, bind1_2+i);
+01895 bind1_2[i].FBase= this-&gt;<a class="code" href="classNL3D_1_1CPatch.html#c5">getRootFaceForEdge</a>(i);
+01896 <font class="comment">// Setup the multiple face.</font>
+01897 <font class="comment">// Follow the conventions! Make a draw for understand. Small Patchs are numbered in CCW.</font>
+01898 bind1_2[i].SonRight= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[0]-&gt;getRootFaceForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[0]);
+01899 bind1_2[i].SonLeft= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[1]-&gt;getRootFaceForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[1]);
+01900 bind1_2[i].VBase= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[0]-&gt;getRootVertexForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[0]);
+01901 <font class="comment">// Set a "flag" to neighbors, so they know what edge is to be bind on me.</font>
+01902 <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[0]-&gt;changeEdgeNeighbor(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[0], &amp;CTessFace::MultipleBindFace);
+01903 <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[1]-&gt;changeEdgeNeighbor(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[1], &amp;CTessFace::MultipleBindFace);
+01904 }
+01905 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==4)
+01906 {
+01907 <font class="comment">// Setup multiple bind level 0.</font>
+01908 this-&gt;<a class="code" href="classNL3D_1_1CPatch.html#c7">changeEdgeNeighbor</a>(i, bind1_2+i);
+01909 bind1_2[i].FBase= this-&gt;<a class="code" href="classNL3D_1_1CPatch.html#c5">getRootFaceForEdge</a>(i);
+01910
+01911 <font class="comment">// Setup multiple bind level 1.</font>
+01912 <font class="comment">// Follow the conventions! Make a draw for understand. Small Patchs are numbered in CCW.</font>
+01913 bind1_2[i].SonRight= bind1_4 + 2*i+0;
+01914 bind1_2[i].SonLeft= bind1_4 + 2*i+1;
+01915 bind1_2[i].VBase= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[1]-&gt;getRootVertexForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[1]);
+01916 <font class="comment">// Make first multiple face bind level1.</font>
+01917 bind1_4[2*i+0].FBase= &amp;CTessFace::MultipleBindFace; <font class="comment">// to link correctly when the root face will be splitted.</font>
+01918 bind1_4[2*i+0].SonRight= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[0]-&gt;getRootFaceForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[0]);
+01919 bind1_4[2*i+0].SonLeft= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[1]-&gt;getRootFaceForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[1]);
+01920 bind1_4[2*i+0].VBase= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[0]-&gt;getRootVertexForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[0]);
+01921 <font class="comment">// Make second multiple face bind level1.</font>
+01922 bind1_4[2*i+1].FBase= &amp;CTessFace::MultipleBindFace; <font class="comment">// to link correctly when the root face will be splitted.</font>
+01923 bind1_4[2*i+1].SonRight= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[2]-&gt;getRootFaceForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[2]);
+01924 bind1_4[2*i+1].SonLeft= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[3]-&gt;getRootFaceForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[3]);
+01925 bind1_4[2*i+1].VBase= <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[2]-&gt;getRootVertexForEdge(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[2]);
+01926
+01927 <font class="comment">// Set a "flag" to neighbors, so they know what edge is to be bind on me.</font>
+01928 <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[0]-&gt;changeEdgeNeighbor(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[0], &amp;CTessFace::MultipleBindFace);
+01929 <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[1]-&gt;changeEdgeNeighbor(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[1], &amp;CTessFace::MultipleBindFace);
+01930 <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[2]-&gt;changeEdgeNeighbor(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[2], &amp;CTessFace::MultipleBindFace);
+01931 <a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Next[3]-&gt;changeEdgeNeighbor(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.Edge[3], &amp;CTessFace::MultipleBindFace);
+01932 }
+01933 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a19">bind</a>.NPatchs==5)
+01934 {
+01935 <font class="comment">/* I am binded to a bigger patch and this one has already done the binding on me =&gt; </font>
+01936 <font class="comment"> It must be correclty tesselated. Note also that bind 1/X are only possible on interior of zone.</font>
+01937 <font class="comment"> */</font>
+01938
+01939 <font class="comment">// First, make the link with the face to which I must connect.</font>
+01940 <font class="comment">// -----------------</font>
+01941
+01942 <font class="comment">// Get the coordinate of the current edge of this patch</font>
+01943 CVector2f uvi0, uvi1;
+01944 <font class="keywordflow">switch</font>(i)
+01945 {
+01946 <font class="keywordflow">case</font> 0: uvi0.set(0,0); uvi1.set(0,1); <font class="keywordflow">break</font>;
+01947 <font class="keywordflow">case</font> 1: uvi0.set(0,1); uvi1.set(1,1); <font class="keywordflow">break</font>;
+01948 <font class="keywordflow">case</font> 2: uvi0.set(1,1); uvi1.set(1,0); <font class="keywordflow">break</font>;
+01949 <font class="keywordflow">case</font> 3: uvi0.set(1,0); uvi1.set(0,0); <font class="keywordflow">break</font>;
+01950 };
+01951 <font class="comment">// mul by OrderS/OrderT for CPatchUVLocator</font>
+01952 uvi0.x*= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>;
+01953 uvi0.y*= <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>;
+01954 uvi1.x*= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>;
+01955 uvi1.y*= <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>;
+01956 <font class="comment">// build a CPatchUVLocator to transpose coorindate ot this edge in coordinate on the bigger Neighbor patch.</font>
+01957 CBindInfo bindInfo;
+01958 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(i, bindInfo);
+01959 <a class="code" href="debug_8h.html#a6">nlassert</a>(bindInfo.Zone!=NULL &amp;&amp; bindInfo.NPatchs==1);
+01960 CPatchUVLocator puvloc;
+01961 puvloc.build(<font class="keyword">this</font>, i, bindInfo);
+01962
+01963 <font class="comment">// transpose from this patch coord in neighbor patch coord.</font>
+01964 CVector2f uvo0, uvo1;
+01965 uint pid;
+01966 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchNeighbor;
+01967 <font class="comment">// Do it for uvi0</font>
+01968 pid= puvloc.selectPatch(uvi0);
+01969 puvloc.locateUV(uvi0, pid, patchNeighbor, uvo0);
+01970 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchNeighbor == bindInfo.Next[0]);
+01971 <font class="comment">// Do it for uvi1</font>
+01972 pid= puvloc.selectPatch(uvi1);
+01973 puvloc.locateUV(uvi1, pid, patchNeighbor, uvo1);
+01974 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchNeighbor == bindInfo.Next[0]);
+01975 <font class="comment">// Rescale to have uv in 0,1 basis.</font>
+01976 uvo0.x/= patchNeighbor-&gt;OrderS;
+01977 uvo0.y/= patchNeighbor-&gt;OrderT;
+01978 uvo1.x/= patchNeighbor-&gt;OrderS;
+01979 uvo1.y/= patchNeighbor-&gt;OrderT;
+01980
+01981 <font class="comment">// Now, traverse the tesselation and find the first CTessFace which use this edge.</font>
+01982 <a class="code" href="classNL3D_1_1CPatch.html#l0">CTessFace</a> *faceNeighbor;
+01983 faceNeighbor= patchNeighbor-&gt;linkTessFaceWithEdge(uvo0, uvo1, this-&gt;getRootFaceForEdge(i));
+01984 <a class="code" href="debug_8h.html#a6">nlassert</a>(faceNeighbor);
+01985 <font class="comment">// Bind me on Next.</font>
+01986 this-&gt;<a class="code" href="classNL3D_1_1CPatch.html#c7">changeEdgeNeighbor</a>(i, faceNeighbor);
+01987 }
+01988
+01989 }
+01990
+01991 <font class="comment">// Propagate the binds to sons.</font>
+01992 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;updateBind();
+01993 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;updateBind();
+01994
+01995 }
+01996
+01997
+01998 <font class="comment">// ***************************************************************************</font>
+<a name="l01999"></a><a class="code" href="classNL3D_1_1CPatch.html#a20">01999</a> <font class="keywordtype">void</font> CPatch::forceMergeAtTileLevel()
+02000 {
+02001 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+02002
+02003 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;forceMergeAtTileLevel();
+02004 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;forceMergeAtTileLevel();
+02005 }
+02006
+02007
+02008
+02009 <font class="comment">// ***************************************************************************</font>
+02010 <font class="comment">// ***************************************************************************</font>
+02011 <font class="comment">// Texturing.</font>
+02012 <font class="comment">// ***************************************************************************</font>
+02013 <font class="comment">// ***************************************************************************</font>
+02014
+02015
+02016 <font class="comment">// ***************************************************************************</font>
+<a name="l02017"></a><a class="code" href="classNL3D_1_1CPatch.html#z681_0">02017</a> CPatchRdrPass *CPatch::getTileRenderPass(sint tileId, sint pass)
+02018 {
+02019 <font class="comment">// All but lightmap.</font>
+02020 <a class="code" href="debug_8h.html#a6">nlassert</a>(pass==<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a> || pass==<a class="code" href="landscape__def_8h.html#a3">NL3D_TILE_PASS_RGB1</a> || pass==<a class="code" href="landscape__def_8h.html#a4">NL3D_TILE_PASS_RGB2</a> ||
+02021 pass==<a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>);
+02022
+02023 <font class="keywordtype">bool</font> additive= (pass==<a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>);
+02024 sint passNum= pass-<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>;
+02025 <font class="comment">// If additive, take the additve tile of bigger existing pass.</font>
+02026 <font class="keywordflow">if</font>(additive)
+02027 {
+02028 <font class="comment">// Default: take addtive of pass 0.</font>
+02029 passNum= 0;
+02030 <font class="comment">// If the pass1 is not empty, may take its tile.</font>
+02031 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].Tile[1]!=0xFFFF)
+02032 {
+02033 passNum= 1;
+02034 <font class="comment">// If the pass2 is not empty, take its tile.</font>
+02035 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].Tile[2]!=0xFFFF)
+02036 passNum= 2;
+02037 }
+02038 }
+02039
+02040 sint tileNumber= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].Tile[passNum];
+02041 <font class="keywordflow">if</font>(tileNumber==0xFFFF)
+02042 {
+02043 <font class="comment">// Display a "fake" only if pass 0.</font>
+02044 <font class="keywordflow">if</font>(pass==<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>)
+02045 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;getTileRenderPass(0xFFFF, <font class="keyword">false</font>);
+02046 <font class="comment">// Else, this tile do not have such a pass (not a transition).</font>
+02047 <font class="keywordflow">return</font> NULL;
+02048 }
+02049 <font class="keywordflow">else</font>
+02050 {
+02051 <font class="comment">// return still may be NULL, in additive case.</font>
+02052 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;getTileRenderPass(tileNumber, additive);
+02053 }
+02054 }
+02055
+02056 <font class="comment">// ***************************************************************************</font>
+<a name="l02057"></a><a class="code" href="classNL3D_1_1CPatch.html#z681_1">02057</a> <font class="keywordtype">void</font> CPatch::getTileUvInfo(sint tileId, sint pass, <font class="keywordtype">bool</font> <a class="code" href="driver__opengl__extension__def_8h.html#a420">alpha</a>, uint8 &amp;orient, CVector &amp;uvScaleBias, <font class="keywordtype">bool</font> &amp;is256x256, uint8 &amp;uvOff)
+02058 {
+02059 <font class="comment">// All but lightmap.</font>
+02060 <a class="code" href="debug_8h.html#a6">nlassert</a>(pass==<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a> || pass==<a class="code" href="landscape__def_8h.html#a3">NL3D_TILE_PASS_RGB1</a> || pass==<a class="code" href="landscape__def_8h.html#a4">NL3D_TILE_PASS_RGB2</a> ||
+02061 pass==<a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>);
+02062
+02063 <font class="keywordtype">bool</font> additive= (pass==<a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>);
+02064 sint passNum= pass-<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>;
+02065 <font class="comment">// If additive, take the additve tile of bigger existing pass.</font>
+02066 <font class="keywordflow">if</font>(additive)
+02067 {
+02068 <font class="comment">// Default: take addtive of pass 0.</font>
+02069 passNum= 0;
+02070 <font class="comment">// If the pass1 is not empty, may take its tile.</font>
+02071 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].Tile[1]!=0xFFFF)
+02072 {
+02073 passNum= 1;
+02074 <font class="comment">// If the pass2 is not empty, take its tile.</font>
+02075 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].Tile[2]!=0xFFFF)
+02076 passNum= 2;
+02077 }
+02078 }
+02079
+02080 sint tileNumber= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].Tile[passNum];
+02081 <font class="keywordflow">if</font>(tileNumber==0xFFFF)
+02082 {
+02083 <font class="comment">// dummy... Should not be called here.</font>
+02084 orient= 0;
+02085 uvScaleBias.x=0;
+02086 uvScaleBias.y=0;
+02087 uvScaleBias.z=1;
+02088 is256x256=<font class="keyword">false</font>;
+02089 uvOff=0;
+02090 }
+02091 <font class="keywordflow">else</font>
+02092 {
+02093 orient= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].getTileOrient(passNum);
+02094 <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].getTile256Info(is256x256, uvOff);
+02095 CTile::TBitmap <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
+02096 <font class="comment">// If alpha wanted, return its UV info (works either for Alpha in Diffuse Pass and Alpha in Additive Pass)</font>
+02097 <font class="keywordflow">if</font>(alpha)
+02098 <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>= CTile::alpha;
+02099 <font class="keywordflow">else</font>
+02100 {
+02101 <font class="keywordflow">if</font>(additive)
+02102 <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>= CTile::additive;
+02103 <font class="keywordflow">else</font>
+02104 <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>= CTile::diffuse;
+02105 }
+02106
+02107 uint8 rotalpha;
+02108 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;getTileUvScaleBiasRot(tileNumber, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>, uvScaleBias, rotalpha);
+02109
+02110 <font class="comment">// Add the special rotation of alpha.</font>
+02111 <font class="keywordflow">if</font>(alpha)
+02112 orient= (orient+rotalpha)&amp;3;
+02113 }
+02114
+02115 }
+02116
+02117
+02118 <font class="comment">// ***************************************************************************</font>
+<a name="l02119"></a><a class="code" href="classNL3D_1_1CPatch.html#a29">02119</a> <font class="keywordtype">void</font> CPatch::deleteTileUvs()
+02120 {
+02121 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;deleteTileUvs();
+02122 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;deleteTileUvs();
+02123 }
+02124
+02125
+02126 <font class="comment">// ***************************************************************************</font>
+<a name="l02127"></a><a class="code" href="classNL3D_1_1CPatch.html#a30">02127</a> <font class="keywordtype">void</font> CPatch::recreateTileUvs()
+02128 {
+02129 <font class="comment">// Reset the Tile rdr list.</font>
+02130 <font class="keywordflow">for</font>(sint tb=0; tb&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();tb++)
+02131 {
+02132 <font class="comment">// Vertices must all be reseted.</font>
+02133 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[tb].NearVertexList.clear();
+02134 <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>;i++)
+02135 {
+02136 CTileMaterial *tm= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[tb].RdrTileRoot[i];
+02137 <font class="keywordflow">if</font>(tm)
+02138 {
+02139 <font class="keywordflow">for</font>(sint pass=0;pass&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;pass++)
+02140 {
+02141 tm-&gt;TileFaceList[pass].clear();
+02142 }
+02143 }
+02144 }
+02145 }
+02146
+02147 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;recreateTileUvs();
+02148 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;recreateTileUvs();
+02149 }
+02150
+02151
+02152 <font class="comment">// ***************************************************************************</font>
+<a name="l02153"></a><a class="code" href="classNL3D_1_1CPatch.html#z670_4">02153</a> <font class="keywordtype">void</font> CPatch::appendTessellationLeaves(std::vector&lt;const CTessFace*&gt; &amp;leaves)<font class="keyword"> const</font>
+02154 <font class="keyword"></font>{
+02155 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>);
+02156 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>);
+02157 <a class="code" href="classNL3D_1_1CPatch.html#o9">Son0</a>-&gt;appendTessellationLeaves(leaves);
+02158 <a class="code" href="classNL3D_1_1CPatch.html#o10">Son1</a>-&gt;appendTessellationLeaves(leaves);
+02159 }
+02160
+02161
+02162 <font class="comment">// ***************************************************************************</font>
+<a name="l02163"></a><a class="code" href="classNL3D_1_1CPatch.html#a4">02163</a> CLandscape *CPatch::getLandscape ()<font class="keyword"> const</font>
+02164 <font class="keyword"></font>{
+02165 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;getLandscape();
+02166 }
+02167
+02168
+02169
+02170
+02171
+02172 <font class="comment">// ***************************************************************************</font>
+<a name="l02173"></a><a class="code" href="classNL3D_1_1CPatch.html#a8">02173</a> uint8 CPatch::getOrderForEdge(sint8 edge)<font class="keyword"> const</font>
+02174 <font class="keyword"></font>{
+02175 uint e= ((sint)edge + 256)&amp;3;
+02176 <font class="comment">// If an horizontal edge.</font>
+02177 <font class="keywordflow">if</font>( e&amp;1 ) <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>;
+02178 <font class="keywordflow">else</font> <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>;
+02179 }
+02180
+02181
+02182 <font class="comment">// ***************************************************************************</font>
+02183 <font class="comment">// ***************************************************************************</font>
+02184 <font class="comment">// Realtime Bind info.</font>
+02185 <font class="comment">// ***************************************************************************</font>
+02186 <font class="comment">// ***************************************************************************</font>
+02187
+02188
+02189 <font class="comment">// ***************************************************************************</font>
+<a name="l02190"></a><a class="code" href="classNL3D_1_1CPatch.html#a13">02190</a> <font class="keywordtype">void</font> CPatch::getBindNeighbor(uint edge, CBindInfo &amp;neighborEdge)<font class="keyword"> const</font>
+02191 <font class="keyword"></font>{
+02192 <a class="code" href="debug_8h.html#a6">nlassert</a>(edge&lt;4);
+02193
+02194 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[edge]!=NULL)
+02195 {
+02196 <a class="code" href="classNL3D_1_1CPatch.html#a5">getZone</a>()-&gt;buildBindInfo(<a class="code" href="classNL3D_1_1CPatch.html#o1">PatchId</a>, edge, <a class="code" href="classNL3D_1_1CPatch.html#z684_1">_BindZoneNeighbor</a>[edge], neighborEdge);
+02197 }
+02198 <font class="keywordflow">else</font>
+02199 {
+02200 neighborEdge.Zone= NULL;
+02201 neighborEdge.NPatchs= 0;
+02202 neighborEdge.MultipleBindNum= 0;
+02203 }
+02204 }
+02205
+02206 <font class="comment">// ***************************************************************************</font>
+<a name="l02208"></a><a class="code" href="classNL3D_1_1CPatch.html#a37">02208</a> <font class="comment">void CPatch::setupColorsFromTileFlags(const NLMISC::CRGBA colors[4])</font>
+02209 {
+02210 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a> = 0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a> &lt;= OrderS; ++<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>)
+02211 {
+02212 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a> = 0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a> &lt;= OrderT; ++<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)
+02213 {
+02214 uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> = <a class="code" href="bit__set_8cpp.html#a0">std::min</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, (uint) (OrderT - 1)) * OrderS
+02215 + <a class="code" href="bit__set_8cpp.html#a0">std::min</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, (uint) (OrderS - 1));
+02216 TileColors[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a> * (OrderS + 1)].Color565 = colors[(uint) (Tiles[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].getVegetableState())].get565();
+02217 }
+02218 }
+02219 }
+02220
+02221 <font class="comment">// ***************************************************************************</font>
+<a name="l02222"></a><a class="code" href="classNL3D_1_1CPatch.html#a38">02222</a> <font class="keywordtype">void</font> CPatch::copyTileFlagsFromPatch(<font class="keyword">const</font> CPatch *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>)
+02223 {
+02224 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a> == <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>-&gt;OrderS
+02225 &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a> == <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>-&gt;OrderT);
+02226
+02227 <font class="keywordflow">for</font> (uint k = 0; k &lt; <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>.size(); ++k)
+02228 {
+02229 <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[k].copyFlagsFromOther(<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>-&gt;Tiles[k]);
+02230 }
+02231 }
+02232
+02233
+02234 <font class="comment">// ***************************************************************************</font>
+02235 <font class="comment">// ***************************************************************************</font>
+02236 <font class="comment">// Tiles get interface.</font>
+02237 <font class="comment">// ***************************************************************************</font>
+02238 <font class="comment">// ***************************************************************************</font>
+02239
+02240
+02241 <font class="comment">// ***************************************************************************</font>
+<a name="l02242"></a><a class="code" href="classNL3D_1_1CPatch.html#z672_0">02242</a> CTileElement *CPatch::getTileElement(<font class="keyword">const</font> CUV &amp;uv)
+02243 {
+02244 <font class="comment">// compute tile coord and lumel coord.</font>
+02245 sint ts, tt;
+02246
+02247 <font class="comment">// fastFloor: use a precision of 256 to avoid doing OptFastFloorBegin.</font>
+02248 <font class="comment">// add 128, to round and get cneter of lumel.</font>
+02249 ts= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(uv.U* (<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&lt;&lt;8) + 128); ts&gt;&gt;=8;
+02250 tt= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(uv.V* (<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>&lt;&lt;8) + 128); tt&gt;&gt;=8;
+02251 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(ts, 0, <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-1);
+02252 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(tt, 0, <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>-1);
+02253
+02254 <font class="comment">// get the lumel</font>
+02255 <font class="keywordflow">return</font> &amp;(<a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[ts+tt*<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>]);
+02256 }
+02257
+02258
+02259 } <font class="comment">// NL3D</font>
+02260
+</pre></div>
+
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