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+ <TD><B>Documentation</B></TD>
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+<center>
+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>NL3D::CLandscape Class Reference</h1>A landscape.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="landscape_8h-source.html">landscape.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::CLandscape:
+<p><center><img src="classNL3D_1_1CLandscape.gif" usemap="#NL3D::CLandscape_map" border="0"></center>
+<map name="NL3D::CLandscape_map">
+<area href="classNLMISC_1_1CRefCount.html" alt="NLMISC::CRefCount" shape="rect" coords="0,0,126,24">
+</map>
+<a href="classNL3D_1_1CLandscape-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>Accessors.</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CZone.html">CZone</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z481_0">getZone</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> zoneId)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get a zone pointer.</em> <a href="#z481_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CZone.html">CZone</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z481_1">getZone</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> zoneId) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get a zone pointer.</em> <a href="#z481_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z481_2">getZoneList</a> (std::vector&lt; <a class="el" href="memory__common_8h.html#a9">uint16</a> &gt; &amp;zoneIds) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Return list of zone loaded.</em> <a href="#z481_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z481_3">buildZoneName</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> zoneId, std::string &amp;zoneName)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>From an Id, return the name of the zone, in the form "150_EM", without extension.</em> <a href="#z481_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Allocators.</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTessFace.html">CTessFace</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_0">newTessFace</a> ()</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTessVertex.html">CTessVertex</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_1">newTessVertex</a> ()</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="structNL3D_1_1CTessNearVertex.html">CTessNearVertex</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_2">newTessNearVertex</a> ()</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="structNL3D_1_1CTessFarVertex.html">CTessFarVertex</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_3">newTessFarVertex</a> ()</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="structNL3D_1_1CTileMaterial.html">CTileMaterial</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_4">newTileMaterial</a> ()</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="structNL3D_1_1CTileFace.html">CTileFace</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_5">newTileFace</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_6">deleteTessFace</a> (<a class="el" href="classNL3D_1_1CTessFace.html">CTessFace</a> *f)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_7">deleteTessVertex</a> (<a class="el" href="classNL3D_1_1CTessVertex.html">CTessVertex</a> *<a class="el" href="driver__opengl__extension__def_8h.html#a368">v</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_8">deleteTessNearVertex</a> (<a class="el" href="structNL3D_1_1CTessNearVertex.html">CTessNearVertex</a> *<a class="el" href="driver__opengl__extension__def_8h.html#a368">v</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_9">deleteTessFarVertex</a> (<a class="el" href="structNL3D_1_1CTessFarVertex.html">CTessFarVertex</a> *<a class="el" href="driver__opengl__extension__def_8h.html#a368">v</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_10">deleteTileMaterial</a> (<a class="el" href="structNL3D_1_1CTileMaterial.html">CTileMaterial</a> *tm)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_11">deleteTileFace</a> (<a class="el" href="structNL3D_1_1CTileFace.html">CTileFace</a> *tf)</td></tr>
+<tr><td nowrap align=right valign=top>CBlockMemory&lt; <a class="el" href="classNL3D_1_1CTessFace.html">CTessFace</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_12">TessFaceAllocator</a></td></tr>
+<tr><td nowrap align=right valign=top>CBlockMemory&lt; <a class="el" href="classNL3D_1_1CTessVertex.html">CTessVertex</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_13">TessVertexAllocator</a></td></tr>
+<tr><td nowrap align=right valign=top>CBlockMemory&lt; <a class="el" href="structNL3D_1_1CTessNearVertex.html">CTessNearVertex</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_14">TessNearVertexAllocator</a></td></tr>
+<tr><td nowrap align=right valign=top>CBlockMemory&lt; <a class="el" href="structNL3D_1_1CTessFarVertex.html">CTessFarVertex</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_15">TessFarVertexAllocator</a></td></tr>
+<tr><td nowrap align=right valign=top>CBlockMemory&lt; <a class="el" href="structNL3D_1_1CTileMaterial.html">CTileMaterial</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_16">TileMaterialAllocator</a></td></tr>
+<tr><td nowrap align=right valign=top>CBlockMemory&lt; <a class="el" href="structNL3D_1_1CTileFace.html">CTileFace</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_17">TileFaceAllocator</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscapeFaceVectorManager.html">CLandscapeFaceVectorManager</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_18">_FaceVectorManager</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTessBlock.html">CTessBlock</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z490_19">_TessBlockModificationRoot</a></td></tr>
+<tr><td colspan=2><br><h2>Visual Collision system.</h2></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z493_0">addTrianglesInBBox</a> (const <a class="el" href="structNL3D_1_1CLandscape_1_1CPatchIdentEx.html">CPatchIdentEx</a> &amp;paIdEx, const CAABBox &amp;bbox, std::vector&lt; <a class="el" href="structNL3D_1_1CTrianglePatch.html">CTrianglePatch</a> &gt; &amp;triangles, <a class="el" href="memory__common_8h.html#a7">uint8</a> tileTessLevel) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This method search only on the given patch.</em> <a href="#z493_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z493_1">addPatchBlocksInBBox</a> (const <a class="el" href="structNL3D_1_1CLandscape_1_1CPatchIdentEx.html">CPatchIdentEx</a> &amp;paIdEx, const CAABBox &amp;bbox, std::vector&lt; <a class="el" href="classNL3D_1_1CPatchBlockIdent.html">CPatchBlockIdent</a> &gt; &amp;paBlockIds)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>private version of buildPatchBlocksInBBox, searching only for one patch.</em> <a href="#z493_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CQuadGrid.html">CQuadGrid</a>&lt; <a class="el" href="structNL3D_1_1CLandscape_1_1CPatchIdentEx.html">CPatchIdentEx</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The QuadGrid of patch.</em> <a href="#z493_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z493_3">_PatchQuadGridSize</a> = 128</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z493_4">_PatchQuadGridEltSize</a> = 16</td></tr>
+<tr><td colspan=2><br><h2>[NOHEADER]</h2></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CTileVegetableDesc.html">CTileVegetableDesc</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z496_0">getTileVegetableDesc</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> tileId)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For a given tile Id, look into tileSet, and get the tile vegetable descriptor.</em> <a href="#z496_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CVegetableManager.html">CVegetableManager</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The VegetableManager. (ptr only for include speed).</em> <a href="#z496_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z496_2">_VegetableManagerEnabled</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Tells if the Vegetable Managemnt is enabled.</em> <a href="#z496_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z496_3">_DriverOkForVegetable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Tells if the current dirver support vegetable.</em> <a href="#z496_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTessList.html">CTessList</a>&lt; <a class="el" href="classNL3D_1_1CLandscapeVegetableBlock.html">CLandscapeVegetableBlock</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z496_4">_VegetableBlockList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>List of VegetableBlock, to be tested for creation each frame.</em> <a href="#z496_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>UpdateLighting management</h2></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_0">linkPatchToNearUL</a> (<a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *patch)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Used by Patch to link/unlink from _ULRootNearPatch.</em> <a href="#z498_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_1">unlinkPatchFromNearUL</a> (<a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *patch)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_2">updateLightingTextureFar</a> (float ratio)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Update All Far texture, given a ratio along total lumels.</em> <a href="#z498_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_3">updateLightingTextureNear</a> (float ratio)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Update All Near texture, given a ratio along total lumels.</em> <a href="#z498_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>double&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_4">_ULPrecTime</a></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_5">_ULPrecTimeInit</a></td></tr>
+<tr><td nowrap align=right valign=top>double&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_6">_ULTime</a></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_7">_ULFrequency</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Frequency of update.</em> <a href="#z498_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_8">_ULTotalFarPixels</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Far UpdateLighting.</em> <a href="#z498_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_9">_ULFarPixelsToUpdate</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Current number of far pixels to update. If negative, I have some advance.</em> <a href="#z498_9">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTextureFar.html">CTextureFar</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The current TextureFar rendered.</em> <a href="#z498_10">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_11">_ULFarCurrentPatchId</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Current patch id in the current TextureFar processed.</em> <a href="#z498_11">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_12">_ULTotalNearPixels</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Near UpdateLighting.</em> <a href="#z498_12">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_13">_ULNearPixelsToUpdate</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Current number of near pixels to update. If negative, I have some advance.</em> <a href="#z498_13">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The current patch rendered.</em> <a href="#z498_14">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z498_15">_ULNearCurrentTessBlockId</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Current tessBlock id in the current patch processed.</em> <a href="#z498_15">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>DynamicLighting management</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTextureDLM.html">CTextureDLM</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z499_0">getTextureDLM</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>for <a class="el" href="classNL3D_1_1CPatch.html">CPatch</a>.</em> <a href="#z499_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CPatchDLMContextList.html">CPatchDLMContextList</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z499_1">getPatchDLMContextList</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>for <a class="el" href="classNL3D_1_1CPatch.html">CPatch</a>.</em> <a href="#z499_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z499_2">_TextureDLM</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The dynamic lightmap Texture.</em> <a href="#z499_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CPatchDLMContextList.html">CPatchDLMContextList</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>List of DLM Context.</em> <a href="#z499_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z499_4">_DLMMaxAttEnd</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Max AttEnd.</em> <a href="#z499_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>CRGBA&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z499_5">_DLMGlobalVegetableColor</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>an approximate value used to simulate diffuse material of vegetables.</em> <a href="#z499_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>CRGBA&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z499_6">_PointLightDiffuseMaterial</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The diffuse material of landscape, used for StaticPointLights and DynamicPointLights.</em> <a href="#z499_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#a0">CLandscape</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Constructor.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#a1">~CLandscape</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Destructor. <a class="el" href="classNL3D_1_1CLandscape.html#z477_3">clear</a>().</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Init/Build.</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z477_0">init</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>init the landscape VBuffers, texture cache etc...</em> <a href="#z477_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z477_1">addZone</a> (const <a class="el" href="classNL3D_1_1CZone.html">CZone</a> &amp;newZone)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Add a zone which should be builded (or loaded), but not compiled.</em> <a href="#z477_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z477_2">removeZone</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> zoneId)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>remove a zone by its unique Id.</em> <a href="#z477_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z477_3">clear</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Disconnect, and Delete all zones.</em> <a href="#z477_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z477_4">checkBinds</a> () throw (EBadBind)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Verify the binding of patchs of all zones. throw <a class="el" href="structNL3D_1_1EBadBind.html">EBadBind</a> if error.</em> <a href="#z477_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z477_5">checkBinds</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> zoneId) throw (EBadBind)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Verify the binding of patchs of one zone. throw <a class="el" href="structNL3D_1_1EBadBind.html">EBadBind</a> if error. nop if zone not loaded.</em> <a href="#z477_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z477_6">initTileBanks</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Build tileBank.</em> <a href="#z477_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Landscape Parameters.</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_0">setTileNear</a> (float tileNear)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set tile near distance. Default 50.f. maximized to length of Far alpha transition).</em> <a href="#z478_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_1">getTileNear</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get tile near distance.</em> <a href="#z478_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_2">setThreshold</a> (float thre)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.</em> <a href="#z478_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_3">getThreshold</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get threshold.</em> <a href="#z478_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_4">setRefineMode</a> (bool enabled)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_5">getRefineMode</a> () const</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_6">setTileMaxSubdivision</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> tileDiv)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ).</em> <a href="#z478_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_7">getTileMaxSubdivision</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get Maximum Tile subdivision.</em> <a href="#z478_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_8">setNoiseMode</a> (bool enabled)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Enable the noise or not. NB: only new tesselation computed is modified, so you should call it only at init time.</em> <a href="#z478_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z478_9">getNoiseMode</a> () const</td></tr>
+<tr><td colspan="2"><div class="groupHeader">Render methods.</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z479_0">setDriver</a> (<a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *drv)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A driver is needed for VB allocation.</em> <a href="#z479_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z479_1">clip</a> (const CVector &amp;refineCenter, const std::vector&lt; CPlane &gt; &amp;pyramid)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Clip the landscape according to frustum.</em> <a href="#z479_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z479_2">refine</a> (const CVector &amp;refineCenter)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Refine/Geomorph the tesselation of the landscape.</em> <a href="#z479_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z479_3">render</a> (const CVector &amp;refineCenter, const CVector &amp;frontVector, const CPlane pyramid[NL3D_TESSBLOCK_NUM_CLIP_PLANE], bool doTileAddPass=false)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Render the landscape.</em> <a href="#z479_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z479_4">refineAll</a> (const CVector &amp;refineCenter)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Refine/Geomorph ALL the tesselation of the landscape, from the view point refineCenter. Even if !RefineMode.</em> <a href="#z479_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z479_5">excludePatchFromRefineAll</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> zoneId, <a class="el" href="memory__common_8h.html#a15">uint</a> patch, bool exclude)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is especially for Pacs. exlude a patch to be <a class="el" href="classNL3D_1_1CLandscape.html#z479_4">refineAll</a>()ed.</em> <a href="#z479_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z479_6">averageTesselationVertices</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is especially for Pacs.</em> <a href="#z479_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Collision methods.</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z480_0">buildCollideFaces</a> (const CAABBoxExt &amp;bbox, std::vector&lt; CTriangle &gt; &amp;faces, bool faceSplit)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Build the set of faces of landscape, which are IN a bbox.</em> <a href="#z480_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z480_1">buildCollideFaces</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> zoneId, <a class="el" href="memory__common_8h.html#a14">sint</a> patch, std::vector&lt; CTriangle &gt; &amp;faces)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Build the set of faces of landscape, from a certain patch.</em> <a href="#z480_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z480_2">buildTrianglesInBBox</a> (const CAABBox &amp;bbox, std::vector&lt; <a class="el" href="structNL3D_1_1CTrianglePatch.html">CTrianglePatch</a> &gt; &amp;triangles, <a class="el" href="memory__common_8h.html#a7">uint8</a> tileTessLevel)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>method relatively identical than buildCollideFaces(bbox....).</em> <a href="#z480_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z480_3">buildPatchBlocksInBBox</a> (const CAABBox &amp;bbox, std::vector&lt; <a class="el" href="classNL3D_1_1CPatchBlockIdent.html">CPatchBlockIdent</a> &gt; &amp;paBlockIds)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Same as <a class="el" href="classNL3D_1_1CLandscape.html#z480_2">buildTrianglesInBBox</a>(), but fill blockId instead of raw triangles.</em> <a href="#z480_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z480_4">fillPatchQuadBlock</a> (<a class="el" href="classNL3D_1_1CPatchQuadBlock.html">CPatchQuadBlock</a> &amp;quadBlock) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Fill a <a class="el" href="classNL3D_1_1CPatchQuadBlock.html">CPatchQuadBlock</a>, from its required PatchId.</em> <a href="#z480_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>CVector&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z480_5">getTesselatedPos</a> (const <a class="el" href="structNL3D_1_1CPatchIdent.html">CPatchIdent</a> &amp;patchId, const CUV &amp;uv) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>From the current tesselation of a patch of landscape, and a UV in this patch, return tesselated position.</em> <a href="#z480_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z480_6">getTessellationLeaves</a> (std::vector&lt; const <a class="el" href="classNL3D_1_1CTessFace.html">CTessFace</a> * &gt; &amp;leaves) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>From the current tesselation of landscape, build the list of leaves faces.</em> <a href="#z480_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Tile mgt.</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z482_0">flushTiles</a> (<a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *drv, <a class="el" href="memory__common_8h.html#a9">uint16</a> tileStart, <a class="el" href="memory__common_8h.html#a9">uint16</a> nbTiles)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Force a range of tiles to be loaded in the driver...</em> <a href="#z482_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z482_1">releaseTiles</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> tileStart, <a class="el" href="memory__common_8h.html#a9">uint16</a> nbTiles)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Force a range of tiles to be loaded in the driver...</em> <a href="#z482_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z482_2">getTileTexture</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> tileId, <a class="el" href="classNL3D_1_1CTile.html#s4">CTile::TBitmap</a> bitmapType, CVector &amp;uvScaleBias)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Return the texture for a tile Id. UseFull for Tile edition.</em> <a href="#z482_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTileElement.html">CTileElement</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z482_3">getTileElement</a> (const <a class="el" href="structNL3D_1_1CPatchIdent.html">CPatchIdent</a> &amp;patchId, const CUV &amp;uv)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Return the tile element for a patch at specific UV. UseFull for getting surface data. Return NULL if not found.</em> <a href="#z482_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Lighting.</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_0">setupStaticLight</a> (const CRGBA &amp;diffuse, const CRGBA &amp;ambiant, float multiply)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Setup the light color use for static illumination.</em> <a href="#z483_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const CRGBA *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_1">getStaticLight</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the light color by shading table.</em> <a href="#z483_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_2">setPointLightDiffuseMaterial</a> (CRGBA diffuse)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Setup the equivalent material diffuse component used for both Static and Dynamic PointLights.</em> <a href="#z483_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>CRGBA&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_3">getPointLightDiffuseMaterial</a> () const</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_4">enableAutomaticLighting</a> (bool enable)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Enable automatic near lightmap computing.</em> <a href="#z483_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_5">setupAutomaticLightDir</a> (const CVector &amp;lightDir)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For automatic near lightmap computing (if enabled): setup the lightdir.</em> <a href="#z483_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_6">getAutomaticLighting</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return true if AutomaticLighting is enabled.</em> <a href="#z483_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const CVector &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_7">getAutomaticLightDir</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return the light direction setuped in <a class="el" href="classNL3D_1_1CLandscape.html#z483_4">enableAutomaticLighting</a>().</em> <a href="#z483_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_8">removeAllPointLights</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This method remove all PointLights in all Zones, and hence reset TileLightInfluences.</em> <a href="#z483_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z483_9">setPointLightFactor</a> (const std::string &amp;lightGroupName, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> nFactor)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the Light factor for all pointLights in All zones with LightGroupName= "lightGroupName".</em> <a href="#z483_9">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">HeightField DeltaZ.</div></td></tr>
+<tr><td nowrap align=right valign=top>CVector&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z484_0">getHeightFieldDeltaZ</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>, float <a class="el" href="driver__opengl__extension__def_8h.html#a365">y</a>) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned.</em> <a href="#z484_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z484_1">setHeightField</a> (const <a class="el" href="classNL3D_1_1CHeightMap.html">CHeightMap</a> &amp;hf)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the HeightField data.</em> <a href="#z484_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_0">createVegetableBlendLayersModels</a> (<a class="el" href="classNL3D_1_1CScene.html">CScene</a> *scene)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>init the vegetable layer models in the <a class="el" href="classNL3D_1_1CScene.html">CScene</a> (see <a class="el" href="classNL3D_1_1CVegetableManager.html">CVegetableManager</a>).</em> <a href="#z485_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_1">setVegetableTime</a> (double time)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the vegetable manager Time (in seconds) NB: MOT stuff (called by <a class="el" href="classNL3D_1_1CLandscapeModel.html">CLandscapeModel</a>), don't use it.</em> <a href="#z485_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_2">setVegetableUpdateLightingTime</a> (double time)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the vegetable manager System Time (in seconds) for update lighting NB: MOT stuff (called by <a class="el" href="classNL3D_1_1CLandscapeModel.html">CLandscapeModel</a>), don't use it.</em> <a href="#z485_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_3">enableVegetable</a> (bool enable)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>enable the vegetable management in landscape.</em> <a href="#z485_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_4">isVegetableActive</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return if the vegetable management is actually activated: actually return _VerexShaderOk &amp;&amp; _VegetableEnabled.</em> <a href="#z485_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_5">loadVegetableTexture</a> (const std::string &amp;textureFileName)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>load a texture for the vegetable, lookup in CPath.</em> <a href="#z485_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_6">setupVegetableLighting</a> (const CRGBA &amp;ambient, const CRGBA &amp;diffuse, const CVector &amp;directionalLight)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>setup lighting ambient and diffuse for vegetable.</em> <a href="#z485_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_7">setVegetableWind</a> (const CVector &amp;windDir, float windFreq, float windPower, float windBendMin)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the vegetable Wind for animation.</em> <a href="#z485_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_8">getNumVegetableFaceRendered</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return the number of faces displayed in Driver with the vegetable manager.</em> <a href="#z485_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_9">setVegetableUpdateLightingFrequency</a> (float freq)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the frequency of Vegetable lighting update.</em> <a href="#z485_9">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z485_10">setupColorsFromTileFlags</a> (const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> colors[4])</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Debug purpose only : setup the colors of the patch of all the currently loaded zones so that it shows which tiles have vegetable disabled, or are above, below water.</em> <a href="#z485_10">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Lightmap get interface.</div></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z486_0">getLumel</a> (const <a class="el" href="structNL3D_1_1CPatchIdent.html">CPatchIdent</a> &amp;patchId, const CUV &amp;uv) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the lumel under the position. return 255 if invalid patchId.</em> <a href="#z486_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z486_1">appendTileLightInfluences</a> (const <a class="el" href="structNL3D_1_1CPatchIdent.html">CPatchIdent</a> &amp;patchId, const CUV &amp;uv, std::vector&lt; <a class="el" href="classNL3D_1_1CPointLightInfluence.html">CPointLightInfluence</a> &gt; &amp;pointLightList) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Append lights under the position to pointLightList. Do nothing if invalid patchId.</em> <a href="#z486_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Precision ZBuffer mgt.</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z487_0">setPZBModelPosition</a> (const CVector &amp;pos)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the ModelPosition (for Precision ZBuffer purpose).</em> <a href="#z487_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const CVector &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z487_1">getPZBModelPosition</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1CLandscape.html#z487_0">setPZBModelPosition</a>().</dl></em> <a href="#z487_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">UpdateLighting management</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z488_0">updateLighting</a> (double time)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>update the lighting of patch, within a certain amount of time.</em> <a href="#z488_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z488_1">setUpdateLightingFrequency</a> (float freq)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the frequency of lighting update.</em> <a href="#z488_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z488_2">updateLightingAll</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>update the lighting of ALL patch (slow method).</em> <a href="#z488_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Dynamic Lighting management</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z489_0">computeDynamicLighting</a> (const std::vector&lt; <a class="el" href="classNL3D_1_1CPointLight.html">CPointLight</a> * &gt; &amp;pls)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Compute dynamic lightmaps.</em> <a href="#z489_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z489_1">getDynamicLightingMemoryLoad</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For bench only.</em> <a href="#z489_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z489_2">setDynamicLightingMaxAttEnd</a> (float maxAttEnd)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set PointLight Max Attenuation End landscape support.</em> <a href="#z489_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z489_3">getDynamicLightingMaxAttEnd</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1CLandscape.html#z489_2">setDynamicLightingMaxAttEnd</a>().</em> <a href="#z489_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z489_4">setDLMGlobalVegetableColor</a> (CRGBA gvc)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For Vegetable Dynamic ligthing only: this is an approximate color of all vegetables.</em> <a href="#z489_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>CRGBA&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z489_5">getDLMGlobalVegetableColor</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1CLandscape.html#z489_4">setDLMGlobalVegetableColor</a>().</em> <a href="#z489_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Public Attributes</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTileBank.html">CTileBank</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#m0">TileBank</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTileFarBank.html">CTileFarBank</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a></td></tr>
+<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNLMISC_1_1CRefPtr.html">NLMISC::CRefPtr</a>&lt; <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u0">RPTexture</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::map&lt; std::string,<br>
+ <a class="el" href="classNL3D_1_1CLandscape.html#u0">RPTexture</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u1">TTileTextureMap</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TTileTextureMap::iterator&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u2">ItTileTextureMap</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::set&lt; <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u3">TTileRdrPassSet</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TTileRdrPassSet::iterator&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt;<br>
+ <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u5">TSPRenderPass</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::set&lt; <a class="el" href="classNL3D_1_1CLandscape.html#u5">TSPRenderPass</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u6">TSPRenderPassSet</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TSPRenderPassSet::iterator&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u7">ItSPRenderPassSet</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::vector&lt; <a class="el" href="classNL3D_1_1CLandscape.html#u6">TSPRenderPassSet</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u8">TSPRdrPassSetVector</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::map&lt; std::string,<br>
+ <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u9">TLightGroupColorMap</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TLightGroupColorMap::iterator&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#u10">ItLightGroupColorMap</a></td></tr>
+<tr><td colspan=2><br><h2>Private Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c0">getFarRenderPass</a> (<a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *pPatch, <a class="el" href="memory__common_8h.html#a15">uint</a> farIndex, float &amp;far1UScale, float &amp;far1VScale, float &amp;far1UBias, float &amp;far1VBias, bool &amp;bRot)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c1">freeFarRenderPass</a> (<a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *pPatch, <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *pass, <a class="el" href="memory__common_8h.html#a15">uint</a> farIndex)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c2">getTileRenderPass</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> tileId, bool additiveRdrPass)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c3">getTileUvScaleBiasRot</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> tileId, <a class="el" href="classNL3D_1_1CTile.html#s4">CTile::TBitmap</a> bitmapType, CVector &amp;uvScaleBias, <a class="el" href="memory__common_8h.html#a7">uint8</a> &amp;rotAlpha)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c4">resetRenderFarAndDeleteVBFV</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c5">forceMergeAtTileLevel</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For changing TileMaxSubdivision. force tesselation to be under tile.</em> <a href="#c5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (const CVector &amp;refineCenter)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c7">lockBuffers</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c9">synchronizeATIVBHards</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c10">updateTessBlocksFaceVector</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c11">eraseFarRenderPassFromSet</a> (<a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *pass)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c12">eraseTileFarIfNotGood</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> tileNumber, <a class="el" href="memory__common_8h.html#a15">uint</a> sizeOrder0, <a class="el" href="memory__common_8h.html#a15">uint</a> sizeOrder1, <a class="el" href="memory__common_8h.html#a15">uint</a> sizeOrder2)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c13">addPatch</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c14">removePatch</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c15">loadTile</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> tileId)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c16">releaseTile</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> tileId)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c17">findTileTexture</a> (const std::string &amp;textName)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c18">findTileRdrPass</a> (const <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> &amp;pass)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#c19">checkZoneBinds</a> (<a class="el" href="classNL3D_1_1CZone.html">CZone</a> &amp;curZone, <a class="el" href="structNL3D_1_1EBadBind.html">EBadBind</a> &amp;bindError)</td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z492_0">getTileLightMap</a> (CRGBA map[NL_TILE_LIGHTMAP_SIZE *NL_TILE_LIGHTMAP_SIZE], <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *&amp;lightmapRdrPass)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z492_1">getTileLightMapUvInfo</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> tileLightMapId, CVector &amp;uvScaleBias)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z492_2">releaseTileLightMap</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> tileLightMapId)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z492_3">refillTileLightMap</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> tileLightMapId, CRGBA map[NL_TILE_LIGHTMAP_SIZE *NL_TILE_LIGHTMAP_SIZE])</td></tr>
+<tr><td colspan=2><br><h2>Static Private Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#f0">getRdrPassIndexWithSize</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a390">height</a>)</td></tr>
+<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a312">TZoneMap</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o0">Zones</a></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o1">_TileDistNear</a></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o2">_Threshold</a></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o3">_RefineMode</a></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o4">_FarTransition</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o5">_TileMaxSubdivision</a></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o6">_VPThresholdChange</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscape.html#u1">TTileTextureMap</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o7">TileTextureMap</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscape.html#u3">TTileRdrPassSet</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a></td></tr>
+<tr><td nowrap align=right valign=top>std::vector&lt; <a class="el" href="structNL3D_1_1CLandscape_1_1CTileInfo.html">CTileInfo</a> * &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a></td></tr>
+<tr><td nowrap align=right valign=top>std::vector&lt; <a class="el" href="classNL3D_1_1CLandscape.html#u5">TSPRenderPass</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o11">_NFreeLightMaps</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscape.html#u6">TSPRenderPassSet</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscape.html#u8">TSPRdrPassSetVector</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o16">_FarInitialized</a></td></tr>
+<tr><td nowrap align=right valign=top>CRGBA&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o17">_LightValue</a> [256]</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o18">_AutomaticLighting</a></td></tr>
+<tr><td nowrap align=right valign=top>CVector&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o19">_AutomaticLightDir</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscape.html#u9">TLightGroupColorMap</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o20">_LightGroupColorMap</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="structNL3D_1_1CLandscape_1_1CHeightField.html">CHeightField</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a></td></tr>
+<tr><td colspan="2"><div class="groupHeader">VertexBuffer mgt.</div></td></tr>
+<tr><td nowrap align=right valign=top>CRefPtr&lt; <a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscapeVBAllocator.html">CLandscapeVBAllocator</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscapeVBAllocator.html">CLandscapeVBAllocator</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLandscapeVBAllocator.html">CLandscapeVBAllocator</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z491_5">_RenderMustRefillVB</a></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z494_0">_NoiseEnabled</a></td></tr>
+<tr><td colspan="2"><div class="groupHeader"></div></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTessFacePriorityList.html">CTessFacePriorityList</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z495_0">_SplitPriorityList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The priority list of faces which may need to split.</em> <a href="#z495_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTessFacePriorityList.html">CTessFacePriorityList</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z495_1">_MergePriorityList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The priority list of faces which may need to merge.</em> <a href="#z495_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>CVector&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z495_2">_OldRefineCenter</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>OldRefineCenter setuped in prec <a class="el" href="classNL3D_1_1CLandscape.html#z479_2">refine</a>().</em> <a href="#z495_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z495_3">_OldRefineCenterSetuped</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTessFacePListNode.html">CTessFacePListNode</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z495_4">_RootNewLeaves</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CLandscape.html#z490_0">newTessFace</a>() append the face to _RootNewLeaves.</em> <a href="#z495_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Precision ZBuffer mgt.</div></td></tr>
+<tr><td nowrap align=right valign=top>CVector&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#z497_0">_PZBModelPosition</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1CLandscape.html#z487_0">setPZBModelPosition</a>().</dl></em> <a href="#z497_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Friends</h2></td></tr>
+<tr><td nowrap align=right valign=top>class&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#l0">CTessFace</a></td></tr>
+<tr><td nowrap align=right valign=top>class&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#l1">CPatch</a></td></tr>
+<tr><td nowrap align=right valign=top>class&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html#l2">CZone</a></td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+A landscape.
+<p>
+Use <a class="el" href="classNL3D_1_1CZone.html">CZone</a> to build zone, and use landscape to dynamically add/remove them, for render.
+<p>
+Limits:<ul>
+<li>65535 zones max in whole world (16 bits ZoneId ).<li>65535 patchs max by zone.<li>patch order 2x2 minimum.<li>patch order 16x16 maximum.<li>connectivity on a edge: 1/1, 1/2, or 1/4.<li>connectivity on a edge of a zone: 1/1 only.<li>The value of Noise amplitude is global and cannot go over 1 meter (+- 1m). Sorry, this is a FIXED (for ever) value which should NEVER change (because of Gfx database).</ul>
+If you use the tiles mapped on the patches, load the near bank file (.bank) and the far bank file (.farbank) by seralizing TileBank and TileFarBank with those files. Then call initTileBanks.
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2000 </dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00138">138</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.<hr><h2>Member Typedef Documentation</h2>
+<a name="u10" doxytag="NL3D::CLandscape::ItLightGroupColorMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef TLightGroupColorMap::iterator NL3D::CLandscape::ItLightGroupColorMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00768">768</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>. </td>
+ </tr>
+</table>
+<a name="u7" doxytag="NL3D::CLandscape::ItSPRenderPassSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef TSPRenderPassSet::iterator NL3D::CLandscape::ItSPRenderPassSet<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00745">745</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, and <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="u4" doxytag="NL3D::CLandscape::ItTileRdrPassSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef TTileRdrPassSet::iterator NL3D::CLandscape::ItTileRdrPassSet<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00695">695</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01631">findTileRdrPass</a>, <a class="el" href="landscape_8cpp-source.html#l01856">flushTiles</a>, <a class="el" href="landscape_8cpp-source.html#l01884">releaseTiles</a>, and <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="u2" doxytag="NL3D::CLandscape::ItTileTextureMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef TTileTextureMap::iterator NL3D::CLandscape::ItTileTextureMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00692">692</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="u0" doxytag="NL3D::CLandscape::RPTexture"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="classNLMISC_1_1CRefPtr.html">NLMISC::CRefPtr</a>&lt;<a class="el" href="classNL3D_1_1ITexture.html">ITexture</a>&gt; NL3D::CLandscape::RPTexture<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00690">690</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="u9" doxytag="NL3D::CLandscape::TLightGroupColorMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::map&lt;std::string, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&gt; NL3D::CLandscape::TLightGroupColorMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00767">767</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="u8" doxytag="NL3D::CLandscape::TSPRdrPassSetVector"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::vector&lt;<a class="el" href="classNL3D_1_1CLandscape.html#u6">TSPRenderPassSet</a>&gt; NL3D::CLandscape::TSPRdrPassSetVector<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00746">746</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="u5" doxytag="NL3D::CLandscape::TSPRenderPass"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt;<a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a>&gt; NL3D::CLandscape::TSPRenderPass<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00696">696</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="u6" doxytag="NL3D::CLandscape::TSPRenderPassSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::set&lt;<a class="el" href="classNL3D_1_1CLandscape.html#u5">TSPRenderPass</a>&gt; NL3D::CLandscape::TSPRenderPassSet<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00744">744</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="u3" doxytag="NL3D::CLandscape::TTileRdrPassSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::set&lt;<a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a>&gt; NL3D::CLandscape::TTileRdrPassSet<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00694">694</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="u1" doxytag="NL3D::CLandscape::TTileTextureMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::map&lt;std::string, <a class="el" href="classNL3D_1_1CLandscape.html#u0">RPTexture</a>&gt; NL3D::CLandscape::TTileTextureMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00691">691</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="a0" doxytag="NL3D::CLandscape::CLandscape"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CLandscape::CLandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Constructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00177">177</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00764">_AutomaticLightDir</a>, <a class="el" href="landscape_8h-source.html#l00763">_AutomaticLighting</a>, <a class="el" href="landscape_8h-source.html#l00968">_DLMGlobalVegetableColor</a>, <a class="el" href="landscape_8h-source.html#l00965">_DLMMaxAttEnd</a>, <a class="el" href="landscape_8h-source.html#l00891">_DriverOkForVegetable</a>, <a class="el" href="landscape_8h-source.html#l00749">_FarInitialized</a>, <a class="el" href="landscape_8h-source.html#l00748">_FarRdrPassSetVectorFree</a>, <a class="el" href="landscape_8h-source.html#l00669">_FarTransition</a>, <a class="el" href="landscape_8h-source.html#l00874">_MergePriorityList</a>, <a class="el" href="landscape_8h-source.html#l00729">_NFreeLightMaps</a>, <a class="el" href="landscape_8h-source.html#l00865">_NoiseEnabled</a>, <a class="el" href="landscape_8h-source.html#l00876">_OldRefineCenter</a>, <a class="el" href="landscape_8h-source.html#l00877">_OldRefineCenterSetuped</a>, <a class="el" href="landscape_8h-source.html#l00961">_PatchDLMContextList</a>, <a class="el" href="landscape_8h-source.html#l00971">_PointLightDiffuseMaterial</a>, <a class="el" href="landscape_8h-source.html#l00907">_PZBModelPosition</a>, <a class="el" href="landscape_8h-source.html#l00668">_RefineMode</a>, <a class="el" href="landscape_8h-source.html#l00683">_RenderMustRefillVB</a>, <a class="el" href="landscape_8h-source.html#l00872">_SplitPriorityList</a>, <a class="el" href="landscape_8h-source.html#l00957">_TextureDLM</a>, <a class="el" href="landscape_8h-source.html#l00667">_Threshold</a>, <a class="el" href="landscape_8h-source.html#l00666">_TileDistNear</a>, <a class="el" href="landscape_8h-source.html#l00670">_TileMaxSubdivision</a>, <a class="el" href="landscape_8h-source.html#l00928">_ULFarCurrentPatchId</a>, <a class="el" href="landscape_8h-source.html#l00924">_ULFarPixelsToUpdate</a>, <a class="el" href="landscape_8h-source.html#l00918">_ULFrequency</a>, <a class="el" href="landscape_8h-source.html#l00938">_ULNearCurrentTessBlockId</a>, <a class="el" href="landscape_8h-source.html#l00934">_ULNearPixelsToUpdate</a>, <a class="el" href="landscape_8h-source.html#l00915">_ULPrecTimeInit</a>, <a class="el" href="landscape_8h-source.html#l00936">_ULRootNearPatch</a>, <a class="el" href="landscape_8h-source.html#l00926">_ULRootTextureFar</a>, <a class="el" href="landscape_8h-source.html#l00922">_ULTotalFarPixels</a>, <a class="el" href="landscape_8h-source.html#l00932">_ULTotalNearPixels</a>, <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, <a class="el" href="landscape_8h-source.html#l00889">_VegetableManagerEnabled</a>, <a class="el" href="landscape_8h-source.html#l00681">_VertexShaderOk</a>, <a class="el" href="landscape_8h-source.html#l00672">_VPThresholdChange</a>, <a class="el" href="landscape_8cpp-source.html#l02530">getRdrPassIndexWithSize</a>, <a class="el" href="landscape__def_8h-source.html#l00080">NL3D_LANDSCAPE_DLM_HEIGHT</a>, <a class="el" href="landscape__def_8h-source.html#l00079">NL3D_LANDSCAPE_DLM_WIDTH</a>, <a class="el" href="landscape__def_8h-source.html#l00066">NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_LIGHTED</a>, <a class="el" href="landscape__def_8h-source.html#l00065">NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_UNLIT</a>, <a class="el" href="landscape_8cpp-source.html#l00083">NL3D_REFINE_PLIST_DIST_MAX_MOD</a>, <a class="el" href="landscape_8cpp-source.html#l00075">NL3D_REFINE_PLIST_DIST_STEP</a>, <a class="el" href="landscape_8cpp-source.html#l00082">NL3D_REFINE_PLIST_NUM_ENTRIES</a>, <a class="el" href="landscape_8cpp-source.html#l00085">NL3D_REFINE_PLIST_SPLIT_NUMQUADRANT</a>, <a class="el" href="landscape_8cpp-source.html#l00069">NL3D_TESS_ALLOC_BLOCKSIZE</a>, <a class="el" href="landscape_8cpp-source.html#l00070">NL3D_TESSRDR_ALLOC_BLOCKSIZE</a>, <a class="el" href="landscape_8h-source.html#l00052">NL_MAX_SIZE_OF_TEXTURE_EDGE</a>, <a class="el" href="landscape_8cpp-source.html#l02660">setupStaticLight</a>, and <a class="el" href="landscape_8h-source.html#l00725">TileInfos</a>. </td>
+ </tr>
+</table>
+<a name="a1" doxytag="NL3D::CLandscape::~CLandscape"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CLandscape::~CLandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Destructor. <a class="el" href="classNL3D_1_1CLandscape.html#z477_3">clear</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00273">273</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00961">_PatchDLMContextList</a>, <a class="el" href="landscape_8h-source.html#l00957">_TextureDLM</a>, <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, and <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="c13" doxytag="NL3D::CLandscape::addPatch"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::addPatch </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ </td>
+ </tr>
+</table>
+<a name="z493_1" doxytag="NL3D::CLandscape::addPatchBlocksInBBox"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::addPatchBlocksInBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CLandscape_1_1CPatchIdentEx.html">CPatchIdentEx</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>paIdEx</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CAABBox &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bbox</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="classNL3D_1_1CPatchBlockIdent.html">CPatchBlockIdent</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>paBlockIds</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+private version of buildPatchBlocksInBBox, searching only for one patch.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02310">2310</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02323">buildPatchBlocksInBBox</a>. </td>
+ </tr>
+</table>
+<a name="z493_0" doxytag="NL3D::CLandscape::addTrianglesInBBox"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::addTrianglesInBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CLandscape_1_1CPatchIdentEx.html">CPatchIdentEx</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>paIdEx</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CAABBox &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bbox</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="structNL3D_1_1CTrianglePatch.html">CTrianglePatch</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>triangles</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileTessLevel</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const<code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This method search only on the given patch.
+<p>
+NB: this method use a convex hull subdivion to search in O(logn) what part of the patch to insert. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>bbox</em>&nbsp;</td><td>
+the bbox to test against. </td></tr>
+<tr><td valign=top><em>triangles</em>&nbsp;</td><td>
+array to be filled (no clear performed, elements added). </td></tr>
+<tr><td valign=top><em>tileTessLevel</em>&nbsp;</td><td>
+0,1 or 2 size of the triangles (2*2m, 1*1m or 0.5*0.5m). Level of subdivision of a tile. </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02277">2277</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02290">buildTrianglesInBBox</a>. </td>
+ </tr>
+</table>
+<a name="z477_1" doxytag="NL3D::CLandscape::addZone"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::addZone </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CZone.html">CZone</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>newZone</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Add a zone which should be builded (or loaded), but not compiled.
+<p>
+<a class="el" href="classNL3D_1_1CLandscape.html">CLandscape</a> compile it. The contents of newZone are copied into the landscape. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>newZone</em>&nbsp;</td><td>
+the new zone. </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+true if OK, false otherwise. As example, Fail if newZone is already connected. </dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00387">387</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00769">_LightGroupColorMap</a>, <a class="el" href="landscape_8h-source.html#l00844">_PatchQuadGrid</a>, <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="landscape_8h-source.html#l00595">CZone</a>, <a class="el" href="landscape_8h-source.html#l00768">ItLightGroupColorMap</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00902">updateTessBlocksFaceVector</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z486_1" doxytag="NL3D::CLandscape::appendTileLightInfluences"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::appendTileLightInfluences </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CPatchIdent.html">CPatchIdent</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>patchId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CUV &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uv</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="classNL3D_1_1CPointLightInfluence.html">CPointLightInfluence</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pointLightList</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Append lights under the position to pointLightList. Do nothing if invalid patchId.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03207">3207</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z479_6" doxytag="NL3D::CLandscape::averageTesselationVertices"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::averageTesselationVertices </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This is especially for Pacs.
+<p>
+Each Vertex-&gt;EndPos which is not a corner of a patch is set to the mean of its 2 shared Patchs. NB: Works with special cases of rectangular patchs and binded patchs.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00778">778</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00626">_TessBlockModificationRoot</a>, <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00902">updateTessBlocksFaceVector</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z480_1" doxytag="NL3D::CLandscape::buildCollideFaces"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::buildCollideFaces </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zoneId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>patch</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; CTriangle &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>faces</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build the set of faces of landscape, from a certain patch.
+<p>
+Usefull for collisions. Triangles are built first in S then T order. There is two triangles by tiles. So the number of triangles for a patch is 2*OrderS*OrderT.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02439">2439</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">x</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">y</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z480_0" doxytag="NL3D::CLandscape::buildCollideFaces"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::buildCollideFaces </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CAABBoxExt &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bbox</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; CTriangle &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>faces</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>faceSplit</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build the set of faces of landscape, which are IN a bbox.
+<p>
+Usefull for collisions. The faces are builded at Tile level (2m*2m). <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>bbox</em>&nbsp;</td><td>
+the bbox where faces are searched. </td></tr>
+<tr><td valign=top><em>faces</em>&nbsp;</td><td>
+the result of the build. </td></tr>
+<tr><td valign=top><em>faceSplit</em>&nbsp;</td><td>
+if true, Only faces which are IN or partialy IN the bbox are returned. Else the clipping is done on patch level. Worst, but faster. </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02363">2363</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">x</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">y</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z480_3" doxytag="NL3D::CLandscape::buildPatchBlocksInBBox"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::buildPatchBlocksInBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CAABBox &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bbox</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="classNL3D_1_1CPatchBlockIdent.html">CPatchBlockIdent</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>paBlockIds</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Same as <a class="el" href="classNL3D_1_1CLandscape.html#z480_2">buildTrianglesInBBox</a>(), but fill blockId instead of raw triangles.
+<p>
+NB: this method use first a quadgrid to locate patchs of interest, then for each patch, it uses a convex hull subdivion to search in O(logn) what part of the patch to insert. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>bbox</em>&nbsp;</td><td>
+the bbox to test against. NB: you should modify your bbox according to heighfield. </td></tr>
+<tr><td valign=top><em>paBlockIds</em>&nbsp;</td><td>
+array to be filled (no clear performed, elements added). </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02323">2323</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00844">_PatchQuadGrid</a>, and <a class="el" href="landscape_8cpp-source.html#l02310">addPatchBlocksInBBox</a>. </td>
+ </tr>
+</table>
+<a name="z480_2" doxytag="NL3D::CLandscape::buildTrianglesInBBox"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::buildTrianglesInBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CAABBox &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bbox</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="structNL3D_1_1CTrianglePatch.html">CTrianglePatch</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>triangles</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileTessLevel</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+method relatively identical than buildCollideFaces(bbox....).
+<p>
+Differences below: NB: this method use first a quadgrid to locate patchs of interest, then for each patch, it uses a convex hull subdivion to search in O(logn) what part of the patch to insert. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>bbox</em>&nbsp;</td><td>
+the bbox to test against. NB: you should modify your bbox according to heighfield. </td></tr>
+<tr><td valign=top><em>triangles</em>&nbsp;</td><td>
+array to be filled (array first cleared, then elements added). </td></tr>
+<tr><td valign=top><em>tileTessLevel</em>&nbsp;</td><td>
+0,1 or 2 size of the triangles (2*2m, 1*1m or 0.5*0.5m). Level of subdivision of a tile. </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02290">2290</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00844">_PatchQuadGrid</a>, and <a class="el" href="landscape_8cpp-source.html#l02277">addTrianglesInBBox</a>. </td>
+ </tr>
+</table>
+<a name="z481_3" doxytag="NL3D::CLandscape::buildZoneName"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::buildZoneName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zoneId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zoneName</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+From an Id, return the name of the zone, in the form "150_EM", without extension.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00516">516</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">x</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">y</a>. </td>
+ </tr>
+</table>
+<a name="z477_5" doxytag="NL3D::CLandscape::checkBinds"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::checkBinds </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>zoneId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> throw (<a class="el" href="structNL3D_1_1EBadBind.html">EBadBind</a>)</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Verify the binding of patchs of one zone. throw <a class="el" href="structNL3D_1_1EBadBind.html">EBadBind</a> if error. nop if zone not loaded.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02260">2260</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>. </td>
+ </tr>
+</table>
+<a name="z477_4" doxytag="NL3D::CLandscape::checkBinds"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::checkBinds </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> throw (<a class="el" href="structNL3D_1_1EBadBind.html">EBadBind</a>)</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Verify the binding of patchs of all zones. throw <a class="el" href="structNL3D_1_1EBadBind.html">EBadBind</a> if error.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02244">2244</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>. </td>
+ </tr>
+</table>
+<a name="c19" doxytag="NL3D::CLandscape::checkZoneBinds"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::checkZoneBinds </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CZone.html">CZone</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>curZone</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1EBadBind.html">EBadBind</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bindError</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02215">2215</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00595">CZone</a>, and <a class="el" href="landscape_8cpp-source.html#l02189">getZone</a>. </td>
+ </tr>
+</table>
+<a name="z477_3" doxytag="NL3D::CLandscape::clear"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::clear </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Disconnect, and Delete all zones.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00525">525</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00676">_Driver</a>, <a class="el" href="landscape_8h-source.html#l00677">_Far0VB</a>, <a class="el" href="landscape_8h-source.html#l00678">_Far1VB</a>, <a class="el" href="landscape_8h-source.html#l00747">_FarRdrPassSet</a>, <a class="el" href="landscape_8h-source.html#l00748">_FarRdrPassSetVectorFree</a>, <a class="el" href="landscape_8h-source.html#l00844">_PatchQuadGrid</a>, <a class="el" href="landscape_8h-source.html#l00679">_TileVB</a>, <a class="el" href="landscape_8cpp-source.html#l02153">eraseFarRenderPassFromSet</a>, <a class="el" href="landscape_8cpp-source.html#l00505">getZoneList</a>, <a class="el" href="landscape_8h-source.html#l00745">ItSPRenderPassSet</a>, <a class="el" href="debug_8h-source.html#l00313">nlverify</a>, and <a class="el" href="landscape_8cpp-source.html#l00450">removeZone</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00273">~CLandscape</a>. </td>
+ </tr>
+</table>
+<a name="z479_1" doxytag="NL3D::CLandscape::clip"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::clip </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>refineCenter</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const std::vector&lt; CPlane &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pyramid</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Clip the landscape according to frustum.
+<p>
+Planes must be normalized.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00589">589</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00626">_TessBlockModificationRoot</a>, <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00902">updateTessBlocksFaceVector</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z489_0" doxytag="NL3D::CLandscape::computeDynamicLighting"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::computeDynamicLighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::vector&lt; <a class="el" href="classNL3D_1_1CPointLight.html">CPointLight</a> * &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pls</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Compute dynamic lightmaps.
+<p>
+<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>pls</em>&nbsp;</td><td>
+list of pointLigths to influence landscape </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03428">3428</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00965">_DLMMaxAttEnd</a>, <a class="el" href="landscape_8h-source.html#l00961">_PatchDLMContextList</a>, <a class="el" href="landscape_8h-source.html#l00844">_PatchQuadGrid</a>, <a class="el" href="landscape_8h-source.html#l00971">_PointLightDiffuseMaterial</a>, <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="z485_0" doxytag="NL3D::CLandscape::createVegetableBlendLayersModels"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::createVegetableBlendLayersModels </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CScene.html">CScene</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>scene</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+init the vegetable layer models in the <a class="el" href="classNL3D_1_1CScene.html">CScene</a> (see <a class="el" href="classNL3D_1_1CVegetableManager.html">CVegetableManager</a>).
+<p>
+NB: MOT stuff (called by <a class="el" href="classNL3D_1_1CLandscapeModel.html">CLandscapeModel</a>), don't use it.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03159">3159</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>. </td>
+ </tr>
+</table>
+<a name="z490_6" doxytag="NL3D::CLandscape::deleteTessFace"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::deleteTessFace </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CTessFace.html">CTessFace</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>f</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02986">2986</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00601">TessFaceAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z490_9" doxytag="NL3D::CLandscape::deleteTessFarVertex"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::deleteTessFarVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CTessFarVertex.html">CTessFarVertex</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>v</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03007">3007</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00604">TessFarVertexAllocator</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00234">v</a>. </td>
+ </tr>
+</table>
+<a name="z490_8" doxytag="NL3D::CLandscape::deleteTessNearVertex"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::deleteTessNearVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CTessNearVertex.html">CTessNearVertex</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>v</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03001">3001</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00603">TessNearVertexAllocator</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00234">v</a>. </td>
+ </tr>
+</table>
+<a name="z490_7" doxytag="NL3D::CLandscape::deleteTessVertex"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::deleteTessVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CTessVertex.html">CTessVertex</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>v</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02995">2995</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00602">TessVertexAllocator</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00234">v</a>. </td>
+ </tr>
+</table>
+<a name="z490_11" doxytag="NL3D::CLandscape::deleteTileFace"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::deleteTileFace </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CTileFace.html">CTileFace</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tf</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03019">3019</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00606">TileFaceAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z490_10" doxytag="NL3D::CLandscape::deleteTileMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::deleteTileMaterial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CTileMaterial.html">CTileMaterial</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tm</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03013">3013</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00605">TileMaterialAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z483_4" doxytag="NL3D::CLandscape::enableAutomaticLighting"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::enableAutomaticLighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>enable</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable automatic near lightmap computing.
+<p>
+use <a class="el" href="classNL3D_1_1CLandscape.html#z483_0">setupStaticLight</a>(). Default is disabled. NB: calling this method won't flush all texture near already computed.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02693">2693</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00763">_AutomaticLighting</a>. </td>
+ </tr>
+</table>
+<a name="z485_3" doxytag="NL3D::CLandscape::enableVegetable"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::enableVegetable </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>enable</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+enable the vegetable management in landscape.
+<p>
+Valid only if VertexShader is OK. if true, register TileBank vegetables Shape to manager.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03054">3054</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, <a class="el" href="landscape_8h-source.html#l00889">_VegetableManagerEnabled</a>, <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, <a class="el" href="landscape_8h-source.html#l00142">TileBank</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="c11" doxytag="NL3D::CLandscape::eraseFarRenderPassFromSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::eraseFarRenderPassFromSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pass</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02153">2153</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00747">_FarRdrPassSet</a>, <a class="el" href="landscape_8h-source.html#l00928">_ULFarCurrentPatchId</a>, and <a class="el" href="landscape_8h-source.html#l00926">_ULRootTextureFar</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, and <a class="el" href="landscape_8cpp-source.html#l02110">freeFarRenderPass</a>. </td>
+ </tr>
+</table>
+<a name="c12" doxytag="NL3D::CLandscape::eraseTileFarIfNotGood"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::eraseTileFarIfNotGood </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileNumber</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sizeOrder0</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sizeOrder1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sizeOrder2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02562">2562</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00143">TileFarBank</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02602">initTileBanks</a>. </td>
+ </tr>
+</table>
+<a name="z479_5" doxytag="NL3D::CLandscape::excludePatchFromRefineAll"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::excludePatchFromRefineAll </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zoneId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>patch</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>exclude</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This is especially for Pacs. exlude a patch to be <a class="el" href="classNL3D_1_1CLandscape.html#z479_4">refineAll</a>()ed.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00766">766</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z480_4" doxytag="NL3D::CLandscape::fillPatchQuadBlock"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::fillPatchQuadBlock </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPatchQuadBlock.html">CPatchQuadBlock</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>quadBlock</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Fill a <a class="el" href="classNL3D_1_1CPatchQuadBlock.html">CPatchQuadBlock</a>, from its required PatchId.
+<p>
+<a class="el" href="debug_8h.html#a6">nlassert</a>(PatchId size is less than NL_PATCH_BLOCK_MAX_QUAD)
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02342">2342</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="c18" doxytag="NL3D::CLandscape::findTileRdrPass"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> * NL3D::CLandscape::findTileRdrPass </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pass</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01631">1631</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00695">ItTileRdrPassSet</a>, and <a class="el" href="landscape_8h-source.html#l00723">TileRdrPassSet</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01642">loadTile</a>. </td>
+ </tr>
+</table>
+<a name="c17" doxytag="NL3D::CLandscape::findTileTexture"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> * NL3D::CLandscape::findTileTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>textName</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01611">1611</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00721">TileTextureMap</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01642">loadTile</a>. </td>
+ </tr>
+</table>
+<a name="z482_0" doxytag="NL3D::CLandscape::flushTiles"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::flushTiles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>drv</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileStart</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>nbTiles</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Force a range of tiles to be loaded in the driver...
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01856">1856</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00695">ItTileRdrPassSet</a>, <a class="el" href="landscape_8cpp-source.html#l01642">loadTile</a>, <a class="el" href="landscape_8h-source.html#l00725">TileInfos</a>, and <a class="el" href="landscape_8h-source.html#l00723">TileRdrPassSet</a>. </td>
+ </tr>
+</table>
+<a name="c5" doxytag="NL3D::CLandscape::forceMergeAtTileLevel"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::forceMergeAtTileLevel </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For changing TileMaxSubdivision. force tesselation to be under tile.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00376">376</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00346">setTileMaxSubdivision</a>. </td>
+ </tr>
+</table>
+<a name="c1" doxytag="NL3D::CLandscape::freeFarRenderPass"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::freeFarRenderPass </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pPatch</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pass</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>farIndex</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02110">2110</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00748">_FarRdrPassSetVectorFree</a>, <a class="el" href="landscape_8h-source.html#l00922">_ULTotalFarPixels</a>, <a class="el" href="landscape_8cpp-source.html#l02153">eraseFarRenderPassFromSet</a>, <a class="el" href="landscape_8cpp-source.html#l02530">getRdrPassIndexWithSize</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00709">height</a>, <a class="el" href="tile__far__bank_8h-source.html#l00038">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00709">width</a>. </td>
+ </tr>
+</table>
+<a name="z483_7" doxytag="NL3D::CLandscape::getAutomaticLightDir"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const CVector&amp; NL3D::CLandscape::getAutomaticLightDir </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the light direction setuped in <a class="el" href="classNL3D_1_1CLandscape.html#z483_4">enableAutomaticLighting</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00393">393</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00764">_AutomaticLightDir</a>. </td>
+ </tr>
+</table>
+<a name="z483_6" doxytag="NL3D::CLandscape::getAutomaticLighting"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::getAutomaticLighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return true if AutomaticLighting is enabled.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00391">391</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00763">_AutomaticLighting</a>. </td>
+ </tr>
+</table>
+<a name="z489_5" doxytag="NL3D::CLandscape::getDLMGlobalVegetableColor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CRGBA NL3D::CLandscape::getDLMGlobalVegetableColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see <a class="el" href="classNL3D_1_1CLandscape.html#z489_4">setDLMGlobalVegetableColor</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00584">584</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00968">_DLMGlobalVegetableColor</a>. </td>
+ </tr>
+</table>
+<a name="z489_3" doxytag="NL3D::CLandscape::getDynamicLightingMaxAttEnd"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::getDynamicLightingMaxAttEnd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see <a class="el" href="classNL3D_1_1CLandscape.html#z489_2">setDynamicLightingMaxAttEnd</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00575">575</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00965">_DLMMaxAttEnd</a>. </td>
+ </tr>
+</table>
+<a name="z489_1" doxytag="NL3D::CLandscape::getDynamicLightingMemoryLoad"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::getDynamicLightingMemoryLoad </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For bench only.
+<p>
+return approximate ammount of memory taken by dynamic lightmap in RAM. This is sizeof(global Texture in RAM) + all patchDLMContext. NB: not so slow, but do not call in final release.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03522">3522</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00961">_PatchDLMContextList</a>, <a class="el" href="landscape__def_8h-source.html#l00080">NL3D_LANDSCAPE_DLM_HEIGHT</a>, and <a class="el" href="landscape__def_8h-source.html#l00079">NL3D_LANDSCAPE_DLM_WIDTH</a>. </td>
+ </tr>
+</table>
+<a name="c0" doxytag="NL3D::CLandscape::getFarRenderPass"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> * NL3D::CLandscape::getFarRenderPass </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pPatch</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>farIndex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>far1UScale</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>far1VScale</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>far1UBias</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>far1VBias</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bRot</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02047">2047</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00747">_FarRdrPassSet</a>, <a class="el" href="landscape_8h-source.html#l00748">_FarRdrPassSetVectorFree</a>, <a class="el" href="landscape_8h-source.html#l00926">_ULRootTextureFar</a>, <a class="el" href="landscape_8h-source.html#l00922">_ULTotalFarPixels</a>, <a class="el" href="landscape_8cpp-source.html#l02530">getRdrPassIndexWithSize</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00709">height</a>, <a class="el" href="tile__far__bank_8h-source.html#l00038">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="landscape_8h-source.html#l00143">TileFarBank</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00709">width</a>. </td>
+ </tr>
+</table>
+<a name="z484_0" doxytag="NL3D::CLandscape::getHeightFieldDeltaZ"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CVector NL3D::CLandscape::getHeightFieldDeltaZ </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>x</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>y</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the HeightField DeltaZ for the 2D position. (0,0,dZ) is returned.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02707">2707</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00831">_HeightField</a>, <a class="el" href="landscape_8h-source.html#l00829">NL3D::CLandscape::CHeightField::Height</a>, <a class="el" href="landscape_8h-source.html#l00827">NL3D::CLandscape::CHeightField::OOSizeX</a>, <a class="el" href="landscape_8h-source.html#l00827">NL3D::CLandscape::CHeightField::OOSizeY</a>, <a class="el" href="landscape_8h-source.html#l00824">NL3D::CLandscape::CHeightField::OriginX</a>, <a class="el" href="landscape_8h-source.html#l00824">NL3D::CLandscape::CHeightField::OriginY</a>, <a class="el" href="landscape_8h-source.html#l00829">NL3D::CLandscape::CHeightField::Width</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">x</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">y</a>, and <a class="el" href="landscape_8h-source.html#l00821">NL3D::CLandscape::CHeightField::ZPatchs</a>. </td>
+ </tr>
+</table>
+<a name="z486_0" doxytag="NL3D::CLandscape::getLumel"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a7">uint8</a> NL3D::CLandscape::getLumel </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CPatchIdent.html">CPatchIdent</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>patchId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CUV &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uv</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the lumel under the position. return 255 if invalid patchId.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03188">3188</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z478_9" doxytag="NL3D::CLandscape::getNoiseMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::getNoiseMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03040">3040</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00865">_NoiseEnabled</a>. </td>
+ </tr>
+</table>
+<a name="z485_8" doxytag="NL3D::CLandscape::getNumVegetableFaceRendered"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::getNumVegetableFaceRendered </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the number of faces displayed in Driver with the vegetable manager.
+<p>
+Out <a class="el" href="classNL3D_1_1CPrimitiveProfile.html#m2">CPrimitiveProfile::NTriangles</a> displayed by vegetable part is returned.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03145">3145</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>. </td>
+ </tr>
+</table>
+<a name="z499_1" doxytag="NL3D::CLandscape::getPatchDLMContextList"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CPatchDLMContextList.html">CPatchDLMContextList</a>* NL3D::CLandscape::getPatchDLMContextList </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+for <a class="el" href="classNL3D_1_1CPatch.html">CPatch</a>.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00963">963</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="z483_3" doxytag="NL3D::CLandscape::getPointLightDiffuseMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CRGBA NL3D::CLandscape::getPointLightDiffuseMaterial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1CLandscape.html#z483_2">setPointLightDiffuseMaterial</a> </dl>
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00372">372</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00971">_PointLightDiffuseMaterial</a>. </td>
+ </tr>
+</table>
+<a name="z487_1" doxytag="NL3D::CLandscape::getPZBModelPosition"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const CVector&amp; NL3D::CLandscape::getPZBModelPosition </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1CLandscape.html#z487_0">setPZBModelPosition</a>().</dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00526">526</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00907">_PZBModelPosition</a>. </td>
+ </tr>
+</table>
+<a name="f0" doxytag="NL3D::CLandscape::getRdrPassIndexWithSize"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::getRdrPassIndexWithSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>width</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>height</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02530">2530</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="driver__opengl__extension__def_8h-source.html#l00709">height</a>, <a class="el" href="landscape_8h-source.html#l00051">NL_MAX_SIZE_OF_TEXTURE_EDGE_SHIFT</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00709">width</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02110">freeFarRenderPass</a>, and <a class="el" href="landscape_8cpp-source.html#l02047">getFarRenderPass</a>. </td>
+ </tr>
+</table>
+<a name="z478_5" doxytag="NL3D::CLandscape::getRefineMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::getRefineMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00200">200</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00668">_RefineMode</a>. </td>
+ </tr>
+</table>
+<a name="z483_1" doxytag="NL3D::CLandscape::getStaticLight"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const CRGBA* NL3D::CLandscape::getStaticLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the light color by shading table.
+<p>
+<dl compact><dt><b>
+Returns: </b><dd>
+a CRGBA[256] array. It give the static light color for a shading value. </dl>
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00358">358</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00761">_LightValue</a>. </td>
+ </tr>
+</table>
+<a name="z480_5" doxytag="NL3D::CLandscape::getTesselatedPos"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CVector NL3D::CLandscape::getTesselatedPos </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CPatchIdent.html">CPatchIdent</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>patchId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CUV &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uv</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+From the current tesselation of a patch of landscape, and a UV in this patch, return tesselated position.
+<p>
+NB: return Null if patch not found.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02479">2479</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00876">_OldRefineCenter</a>, <a class="el" href="landscape_8h-source.html#l00667">_Threshold</a>, <a class="el" href="landscape_8h-source.html#l00666">_TileDistNear</a>, <a class="el" href="landscape_8h-source.html#l00681">_VertexShaderOk</a>, <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="common_8h-source.html#l00143">NLMISC::sqr</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z480_6" doxytag="NL3D::CLandscape::getTessellationLeaves"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::getTessellationLeaves </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">std::vector&lt; const <a class="el" href="classNL3D_1_1CTessFace.html">CTessFace</a> * &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>leaves</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+From the current tesselation of landscape, build the list of leaves faces.
+<p>
+Warning: ptrs are only valid between 2 tesselation (2 calls of Scene::render() or 2 calls of refine*() etc...)
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02908">2908</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z499_0" doxytag="NL3D::CLandscape::getTextureDLM"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTextureDLM.html">CTextureDLM</a>* NL3D::CLandscape::getTextureDLM </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+for <a class="el" href="classNL3D_1_1CPatch.html">CPatch</a>.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00959">959</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="z478_3" doxytag="NL3D::CLandscape::getThreshold"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::getThreshold </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get threshold.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00198">198</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="z482_3" doxytag="NL3D::CLandscape::getTileElement"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTileElement.html">CTileElement</a> * NL3D::CLandscape::getTileElement </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CPatchIdent.html">CPatchIdent</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>patchId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CUV &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uv</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Return the tile element for a patch at specific UV. UseFull for getting surface data. Return NULL if not found.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01837">1837</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z492_0" doxytag="NL3D::CLandscape::getTileLightMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::getTileLightMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>map</em>[NL_TILE_LIGHTMAP_SIZE *NL_TILE_LIGHTMAP_SIZE], </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> *&amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lightmapRdrPass</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01917">1917</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00729">_NFreeLightMaps</a>, <a class="el" href="landscape_8h-source.html#l00728">_TextureNears</a>, <a class="el" href="landscape_8h-source.html#l00932">_ULTotalNearPixels</a>, <a class="el" href="landscape_8h-source.html#l00080">NL3D::NbTileLightMapByTexture</a>, <a class="el" href="texture__near_8h-source.html#l00035">NL_TILE_LIGHTMAP_SIZE</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="landscape_8h-source.html#l00078">NL3D::TextureNearSize</a>. </td>
+ </tr>
+</table>
+<a name="z492_1" doxytag="NL3D::CLandscape::getTileLightMapUvInfo"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::getTileLightMapUvInfo </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileLightMapId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uvScaleBias</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01975">1975</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="driver__opengl__extension__def_8h-source.html#l00218">id</a>, <a class="el" href="landscape_8h-source.html#l00079">NL3D::NbTileLightMapByLine</a>, <a class="el" href="landscape_8h-source.html#l00080">NL3D::NbTileLightMapByTexture</a>, <a class="el" href="texture__near_8h-source.html#l00035">NL_TILE_LIGHTMAP_SIZE</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00673">s</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00681">t</a>, and <a class="el" href="landscape_8h-source.html#l00078">NL3D::TextureNearSize</a>. </td>
+ </tr>
+</table>
+<a name="z478_7" doxytag="NL3D::CLandscape::getTileMaxSubdivision"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::getTileMaxSubdivision </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get Maximum Tile subdivision.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00358">358</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00670">_TileMaxSubdivision</a>. </td>
+ </tr>
+</table>
+<a name="z478_1" doxytag="NL3D::CLandscape::getTileNear"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::getTileNear </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get tile near distance.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00194">194</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="c2" doxytag="NL3D::CLandscape::getTileRenderPass"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> * NL3D::CLandscape::getTileRenderPass </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>additiveRdrPass</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01762">1762</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8cpp-source.html#l01642">loadTile</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="landscape_8h-source.html#l00725">TileInfos</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01816">getTileTexture</a>. </td>
+ </tr>
+</table>
+<a name="z482_2" doxytag="NL3D::CLandscape::getTileTexture"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &gt; NL3D::CLandscape::getTileTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CTile.html#s4">CTile::TBitmap</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bitmapType</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uvScaleBias</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Return the texture for a tile Id. UseFull for Tile edition.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01816">1816</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8cpp-source.html#l01762">getTileRenderPass</a>, and <a class="el" href="landscape_8cpp-source.html#l01792">getTileUvScaleBiasRot</a>. </td>
+ </tr>
+</table>
+<a name="c3" doxytag="NL3D::CLandscape::getTileUvScaleBiasRot"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::getTileUvScaleBiasRot </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CTile.html#s4">CTile::TBitmap</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bitmapType</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uvScaleBias</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>rotAlpha</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01792">1792</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="landscape_8h-source.html#l00725">TileInfos</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01816">getTileTexture</a>. </td>
+ </tr>
+</table>
+<a name="z496_0" doxytag="NL3D::CLandscape::getTileVegetableDesc"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="classNL3D_1_1CTileVegetableDesc.html">CTileVegetableDesc</a> &amp; NL3D::CLandscape::getTileVegetableDesc </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tileId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For a given tile Id, look into tileSet, and get the tile vegetable descriptor.
+<p>
+<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>tileId</em>&nbsp;</td><td>
+the tile [0..65535] to get the list of vegetable to create. </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03152">3152</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00142">TileBank</a>. </td>
+ </tr>
+</table>
+<a name="z481_1" doxytag="NL3D::CLandscape::getZone"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="classNL3D_1_1CZone.html">CZone</a> * NL3D::CLandscape::getZone </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>zoneId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a zone pointer.
+<p>
+<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>zoneId</em>&nbsp;</td><td>
+the zone of the update. </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+Return a zone pointer. NULL if the zone doesn't exist or isn't loaded. </dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02201">2201</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z481_0" doxytag="NL3D::CLandscape::getZone"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CZone.html">CZone</a> * NL3D::CLandscape::getZone </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>zoneId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a zone pointer.
+<p>
+<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>zoneId</em>&nbsp;</td><td>
+the zone of the update. </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+Return a zone pointer. NULL if the zone doesn't exist or isn't loaded. </dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02189">2189</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00663">Zones</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02215">checkZoneBinds</a>, <a class="el" href="zone__lighter_8cpp-source.html#l00638">NL3D::CZoneLighter::processCalc</a>, and <a class="el" href="zone__lighter_8cpp-source.html#l02988">NL3D::CZoneLighter::processZonePointLightRT</a>. </td>
+ </tr>
+</table>
+<a name="z481_2" doxytag="NL3D::CLandscape::getZoneList"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::getZoneList </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="memory__common_8h.html#a9">uint16</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>zoneIds</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Return list of zone loaded.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00505">505</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00663">Zones</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>. </td>
+ </tr>
+</table>
+<a name="z477_0" doxytag="NL3D::CLandscape::init"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::init </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+init the landscape VBuffers, texture cache etc...
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00290">290</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00844">_PatchQuadGrid</a>, <a class="el" href="landscape_8cpp-source.html#l00100">_PatchQuadGridEltSize</a>, <a class="el" href="landscape_8cpp-source.html#l00098">_PatchQuadGridSize</a>, <a class="el" href="landscape_8h-source.html#l00736">FarMaterial</a>, and <a class="el" href="landscape_8h-source.html#l00733">TileMaterial</a>. </td>
+ </tr>
+</table>
+<a name="z477_6" doxytag="NL3D::CLandscape::initTileBanks"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::initTileBanks </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build tileBank.
+<p>
+Call this after loading the near and far tile banks.
+<p>
+<dl compact><dt><b>
+Returns: </b><dd>
+true if ok, false else. If false, far texture will be desactived. </dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02602">2602</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00749">_FarInitialized</a>, <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, <a class="el" href="landscape_8cpp-source.html#l02562">eraseTileFarIfNotGood</a>, <a class="el" href="landscape_8cpp-source.html#l02556">NL_TILE_FAR_SIZE_ORDER0</a>, <a class="el" href="landscape_8cpp-source.html#l02557">NL_TILE_FAR_SIZE_ORDER1</a>, <a class="el" href="landscape_8cpp-source.html#l02558">NL_TILE_FAR_SIZE_ORDER2</a>, <a class="el" href="landscape_8h-source.html#l00142">TileBank</a>, and <a class="el" href="landscape_8h-source.html#l00143">TileFarBank</a>. </td>
+ </tr>
+</table>
+<a name="z485_4" doxytag="NL3D::CLandscape::isVegetableActive"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::isVegetableActive </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return if the vegetable management is actually activated: actually return _VerexShaderOk &amp;&amp; _VegetableEnabled.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03102">3102</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00891">_DriverOkForVegetable</a>, and <a class="el" href="landscape_8h-source.html#l00889">_VegetableManagerEnabled</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="z498_0" doxytag="NL3D::CLandscape::linkPatchToNearUL"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::linkPatchToNearUL </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>patch</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Used by Patch to link/unlink from _ULRootNearPatch.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03331">3331</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00936">_ULRootNearPatch</a>. </td>
+ </tr>
+</table>
+<a name="c15" doxytag="NL3D::CLandscape::loadTile"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::loadTile </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tileId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01642">1642</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8cpp-source.html#l01631">findTileRdrPass</a>, <a class="el" href="landscape_8cpp-source.html#l01611">findTileTexture</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="debug_8h-source.html#l00087">nldebug</a>, <a class="el" href="landscape_8h-source.html#l00142">TileBank</a>, and <a class="el" href="landscape_8h-source.html#l00725">TileInfos</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01856">flushTiles</a>, and <a class="el" href="landscape_8cpp-source.html#l01762">getTileRenderPass</a>. </td>
+ </tr>
+</table>
+<a name="z485_5" doxytag="NL3D::CLandscape::loadVegetableTexture"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::loadVegetableTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>textureFileName</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+load a texture for the vegetable, lookup in CPath.
+<p>
+ </td>
+ </tr>
+</table>
+<a name="c7" doxytag="NL3D::CLandscape::lockBuffers"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::lockBuffers </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00868">868</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00677">_Far0VB</a>, <a class="el" href="landscape_8h-source.html#l00678">_Far1VB</a>, <a class="el" href="landscape_8h-source.html#l00679">_TileVB</a>, <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, and <a class="el" href="landscape_8h-source.html#l00681">_VertexShaderOk</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="z490_0" doxytag="NL3D::CLandscape::newTessFace"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTessFace.html">CTessFace</a> * NL3D::CLandscape::newTessFace </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02944">2944</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00879">_RootNewLeaves</a>, <a class="el" href="landscape_8h-source.html#l00593">CTessFace</a>, and <a class="el" href="landscape_8h-source.html#l00601">TessFaceAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z490_3" doxytag="NL3D::CLandscape::newTessFarVertex"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CTessFarVertex.html">CTessFarVertex</a> * NL3D::CLandscape::newTessFarVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02968">2968</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00604">TessFarVertexAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z490_2" doxytag="NL3D::CLandscape::newTessNearVertex"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CTessNearVertex.html">CTessNearVertex</a> * NL3D::CLandscape::newTessNearVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02962">2962</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00603">TessNearVertexAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z490_1" doxytag="NL3D::CLandscape::newTessVertex"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTessVertex.html">CTessVertex</a> * NL3D::CLandscape::newTessVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02956">2956</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00602">TessVertexAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z490_5" doxytag="NL3D::CLandscape::newTileFace"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CTileFace.html">CTileFace</a> * NL3D::CLandscape::newTileFace </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02980">2980</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00606">TileFaceAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z490_4" doxytag="NL3D::CLandscape::newTileMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CTileMaterial.html">CTileMaterial</a> * NL3D::CLandscape::newTileMaterial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02974">2974</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00605">TileMaterialAllocator</a>. </td>
+ </tr>
+</table>
+<a name="z492_3" doxytag="NL3D::CLandscape::refillTileLightMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::refillTileLightMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileLightMapId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>map</em>[NL_TILE_LIGHTMAP_SIZE *NL_TILE_LIGHTMAP_SIZE]</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02020">2020</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00728">_TextureNears</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00218">id</a>, <a class="el" href="landscape_8h-source.html#l00080">NL3D::NbTileLightMapByTexture</a>, <a class="el" href="texture__near_8h-source.html#l00035">NL_TILE_LIGHTMAP_SIZE</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z479_2" doxytag="NL3D::CLandscape::refine"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::refine </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>refineCenter</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Refine/Geomorph the tesselation of the landscape.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00611">611</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00874">_MergePriorityList</a>, <a class="el" href="landscape_8h-source.html#l00876">_OldRefineCenter</a>, <a class="el" href="landscape_8h-source.html#l00877">_OldRefineCenterSetuped</a>, <a class="el" href="landscape_8h-source.html#l00668">_RefineMode</a>, <a class="el" href="landscape_8h-source.html#l00879">_RootNewLeaves</a>, <a class="el" href="landscape_8h-source.html#l00872">_SplitPriorityList</a>, <a class="el" href="landscape_8h-source.html#l00894">_VegetableBlockList</a>, <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, <a class="el" href="landscape_8h-source.html#l00593">CTessFace</a>, <a class="el" href="hierarchical__timer_8h-source.html#l00054">H_AUTO</a>, <a class="el" href="landscape__profile_8h-source.html#l00042">NL3D_PROFILE_LAND_ADD</a>, <a class="el" href="landscape__profile_8h-source.html#l00041">NL3D_PROFILE_LAND_SET</a>, <a class="el" href="fast__floor_8h-source.html#l00123">NL3D::OptFastFloorBegin</a>, <a class="el" href="fast__floor_8h-source.html#l00124">NL3D::OptFastFloorEnd</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00044">NL3D::ProfNMerges</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00041">NL3D::ProfNRefineComputeFaces</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00040">NL3D::ProfNRefineFaces</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00046">NL3D::ProfNRefineInTileTransition</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00042">NL3D::ProfNRefineLeaves</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00047">NL3D::ProfNRefineWithLowDistance</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00043">NL3D::ProfNSplits</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00048">NL3D::ProfNSplitsPass</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, and <a class="el" href="landscape_8cpp-source.html#l00902">updateTessBlocksFaceVector</a>. </td>
+ </tr>
+</table>
+<a name="z479_4" doxytag="NL3D::CLandscape::refineAll"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::refineAll </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>refineCenter</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Refine/Geomorph ALL the tesselation of the landscape, from the view point refineCenter. Even if !RefineMode.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00743">743</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00902">updateTessBlocksFaceVector</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="c16" doxytag="NL3D::CLandscape::releaseTile"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::releaseTile </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tileId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01744">1744</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="landscape_8h-source.html#l00725">TileInfos</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01884">releaseTiles</a>. </td>
+ </tr>
+</table>
+<a name="z492_2" doxytag="NL3D::CLandscape::releaseTileLightMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::releaseTileLightMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tileLightMapId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01998">1998</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00729">_NFreeLightMaps</a>, <a class="el" href="landscape_8h-source.html#l00728">_TextureNears</a>, <a class="el" href="landscape_8h-source.html#l00932">_ULTotalNearPixels</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00218">id</a>, <a class="el" href="landscape_8h-source.html#l00080">NL3D::NbTileLightMapByTexture</a>, <a class="el" href="texture__near_8h-source.html#l00035">NL_TILE_LIGHTMAP_SIZE</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z482_1" doxytag="NL3D::CLandscape::releaseTiles"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::releaseTiles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tileStart</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>nbTiles</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Force a range of tiles to be loaded in the driver...
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l01884">1884</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00695">ItTileRdrPassSet</a>, <a class="el" href="landscape_8cpp-source.html#l01744">releaseTile</a>, <a class="el" href="landscape_8h-source.html#l00725">TileInfos</a>, and <a class="el" href="landscape_8h-source.html#l00723">TileRdrPassSet</a>. </td>
+ </tr>
+</table>
+<a name="z483_8" doxytag="NL3D::CLandscape::removeAllPointLights"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::removeAllPointLights </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This method remove all PointLights in all Zones, and hence reset TileLightInfluences.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03232">3232</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="c14" doxytag="NL3D::CLandscape::removePatch"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::removePatch </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ </td>
+ </tr>
+</table>
+<a name="z477_2" doxytag="NL3D::CLandscape::removeZone"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::removeZone </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>zoneId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+remove a zone by its unique Id.
+<p>
+The zone is release()-ed (disconnected), then deleted. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>zoneId</em>&nbsp;</td><td>
+the zone to be removed. </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+true if OK, false otherwise. As example, Fail if zone is not connected. </dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00450">450</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00844">_PatchQuadGrid</a>, <a class="el" href="landscape_8h-source.html#l00595">CZone</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00902">updateTessBlocksFaceVector</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>. </td>
+ </tr>
+</table>
+<a name="z479_3" doxytag="NL3D::CLandscape::render"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::render </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>refineCenter</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>frontVector</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CPlane&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pyramid</em>[NL3D_TESSBLOCK_NUM_CLIP_PLANE], </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>doTileAddPass</em> = false</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Render the landscape.
+<p>
+A more precise clip is made on TessBlocks. pyramid should be the same as one passed to <a class="el" href="classNL3D_1_1CLandscape.html#z479_1">clip</a>(). For optimisation, this pyramid should contains only the Left/Right and Top/Bottom clip planes, in this order. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>refineCenter</em>&nbsp;</td><td>
+should be the position of the camera </td></tr>
+<tr><td valign=top><em>frontVector</em>&nbsp;</td><td>
+should be the J vector of the camera </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00945">945</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00968">_DLMGlobalVegetableColor</a>, <a class="el" href="landscape_8h-source.html#l00676">_Driver</a>, <a class="el" href="landscape_8h-source.html#l00677">_Far0VB</a>, <a class="el" href="landscape_8h-source.html#l00678">_Far1VB</a>, <a class="el" href="landscape_8h-source.html#l00747">_FarRdrPassSet</a>, <a class="el" href="landscape_8h-source.html#l00961">_PatchDLMContextList</a>, <a class="el" href="landscape_8h-source.html#l00971">_PointLightDiffuseMaterial</a>, <a class="el" href="landscape_8h-source.html#l00907">_PZBModelPosition</a>, <a class="el" href="landscape_8h-source.html#l00683">_RenderMustRefillVB</a>, <a class="el" href="landscape_8h-source.html#l00957">_TextureDLM</a>, <a class="el" href="landscape_8h-source.html#l00728">_TextureNears</a>, <a class="el" href="landscape_8h-source.html#l00679">_TileVB</a>, <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, <a class="el" href="landscape_8h-source.html#l00681">_VertexShaderOk</a>, <a class="el" href="landscape_8h-source.html#l00672">_VPThresholdChange</a>, <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>, <a class="el" href="landscape_8cpp-source.html#l00933">NL3D::drawPassTriArray</a>, <a class="el" href="landscape_8h-source.html#l00736">FarMaterial</a>, <a class="el" href="landscape_8cpp-source.html#l00921">NL3D::initPassTriArray</a>, <a class="el" href="landscape_8cpp-source.html#l03102">isVegetableActive</a>, <a class="el" href="landscape_8h-source.html#l00745">ItSPRenderPassSet</a>, <a class="el" href="landscape_8h-source.html#l00695">ItTileRdrPassSet</a>, <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, <a class="el" href="landscape_8cpp-source.html#l00868">lockBuffers</a>, <a class="el" href="bit__set_8cpp-source.html#l00038">min</a>, <a class="el" href="landscape__def_8cpp-source.html#l00081">NL3D::NL3D_LandscapeGlobals_PassNTri</a>, <a class="el" href="landscape__def_8h-source.html#l00046">NL3D_MAX_TILE_PASS</a>, <a class="el" href="landscape__profile_8h-source.html#l00041">NL3D_PROFILE_LAND_SET</a>, <a class="el" href="tess__block_8h-source.html#l00041">NL3D_TESSBLOCK_NUM_CLIP_PLANE</a>, <a class="el" href="landscape__def_8h-source.html#l00053">NL3D_TILE_PASS_ADD</a>, <a class="el" href="landscape__def_8h-source.html#l00054">NL3D_TILE_PASS_LIGHTMAP</a>, <a class="el" href="landscape__def_8h-source.html#l00050">NL3D_TILE_PASS_RGB0</a>, <a class="el" href="landscape__def_8h-source.html#l00051">NL3D_TILE_PASS_RGB1</a>, <a class="el" href="landscape__def_8h-source.html#l00052">NL3D_TILE_PASS_RGB2</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="debug_8h-source.html#l00374">nlstop</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00037">NL3D::ProfNRdrFar0</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00038">NL3D::ProfNRdrFar1</a>, <a class="el" href="landscape__profile_8cpp-source.html#l00039">NL3D::ProfNRdrTile</a>, <a class="el" href="landscape_8cpp-source.html#l00894">synchronizeATIVBHards</a>, <a class="el" href="landscape_8h-source.html#l00733">TileMaterial</a>, <a class="el" href="landscape_8h-source.html#l00723">TileRdrPassSet</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00234">v</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="c4" doxytag="NL3D::CLandscape::resetRenderFarAndDeleteVBFV"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::resetRenderFarAndDeleteVBFV </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00365">365</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00332">setTileNear</a>. </td>
+ </tr>
+</table>
+<a name="z489_4" doxytag="NL3D::CLandscape::setDLMGlobalVegetableColor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setDLMGlobalVegetableColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>gvc</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For Vegetable Dynamic ligthing only: this is an approximate color of all vegetables.
+<p>
+Default is (180, 180, 180).
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03544">3544</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00968">_DLMGlobalVegetableColor</a>. </td>
+ </tr>
+</table>
+<a name="z479_0" doxytag="NL3D::CLandscape::setDriver"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setDriver </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>drv</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+A driver is needed for VB allocation.
+<p>
+The VB will be allocated only the first time the landscape is clipped. Because no VB are created for invisible patchs. call <a class="el" href="classNL3D_1_1CLandscape.html#z479_0">setDriver</a>() before any <a class="el" href="classNL3D_1_1CLandscape.html#z479_1">clip</a>().
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00569">569</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00676">_Driver</a>, <a class="el" href="landscape_8h-source.html#l00891">_DriverOkForVegetable</a>, <a class="el" href="landscape_8h-source.html#l00681">_VertexShaderOk</a>, <a class="el" href="landscape__def_8h-source.html#l00067">NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_MAX</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z489_2" doxytag="NL3D::CLandscape::setDynamicLightingMaxAttEnd"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setDynamicLightingMaxAttEnd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>maxAttEnd</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set PointLight Max Attenuation End landscape support.
+<p>
+Every pointLight AttEnd is clamped to this value. Default is 30.f.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03514">3514</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00965">_DLMMaxAttEnd</a>. </td>
+ </tr>
+</table>
+<a name="z484_1" doxytag="NL3D::CLandscape::setHeightField"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setHeightField </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CHeightMap.html">CHeightMap</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>hf</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the HeightField data.
+<p>
+NB: take lot of place in memory. only one is possible. You should setup this heightfield around the zones which will be loaded. It is applied only when a zone is loaded, so you should setup it 2km around the user, each time you move too far from a previous place (eg 160m from last setup).
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02793">2793</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00831">_HeightField</a>, <a class="el" href="landscape_8h-source.html#l00829">NL3D::CLandscape::CHeightField::Height</a>, <a class="el" href="landscape_8h-source.html#l00827">NL3D::CLandscape::CHeightField::OOSizeX</a>, <a class="el" href="landscape_8h-source.html#l00827">NL3D::CLandscape::CHeightField::OOSizeY</a>, <a class="el" href="landscape_8h-source.html#l00824">NL3D::CLandscape::CHeightField::OriginX</a>, <a class="el" href="landscape_8h-source.html#l00824">NL3D::CLandscape::CHeightField::OriginY</a>, <a class="el" href="landscape_8h-source.html#l00826">NL3D::CLandscape::CHeightField::SizeX</a>, <a class="el" href="landscape_8h-source.html#l00826">NL3D::CLandscape::CHeightField::SizeY</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00234">v</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">w</a>, <a class="el" href="landscape_8h-source.html#l00829">NL3D::CLandscape::CHeightField::Width</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">x</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">y</a>, and <a class="el" href="landscape_8h-source.html#l00821">NL3D::CLandscape::CHeightField::ZPatchs</a>. </td>
+ </tr>
+</table>
+<a name="z478_8" doxytag="NL3D::CLandscape::setNoiseMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setNoiseMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>enabled</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable the noise or not. NB: only new tesselation computed is modified, so you should call it only at init time.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03034">3034</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00865">_NoiseEnabled</a>. </td>
+ </tr>
+</table>
+<a name="z483_2" doxytag="NL3D::CLandscape::setPointLightDiffuseMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setPointLightDiffuseMaterial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>diffuse</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Setup the equivalent material diffuse component used for both Static and Dynamic PointLights.
+<p>
+Default is White.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03551">3551</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00971">_PointLightDiffuseMaterial</a>. </td>
+ </tr>
+</table>
+<a name="z483_9" doxytag="NL3D::CLandscape::setPointLightFactor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setPointLightFactor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lightGroupName</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>nFactor</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the Light factor for all pointLights in All zones with LightGroupName= "lightGroupName".
+<p>
+Additionaly, it stores a map&lt;lightGroupName, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> nFactor&gt;, so each added zone will be correclty assigned.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03253">3253</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00769">_LightGroupColorMap</a>, <a class="el" href="src_23d_2zone_8h-source.html#l00057">NL3D::ItZoneMap</a>, and <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z487_0" doxytag="NL3D::CLandscape::setPZBModelPosition"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setPZBModelPosition </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pos</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the ModelPosition (for Precision ZBuffer purpose).
+<p>
+NB: the model Pos may be floor-ed (for greater float precision). Should be setup to the camera position each frame.
+<p>
+NB: if vertexProgram is used, it is as faster as before (because of geomorph done each frame, and because of VP MAD instruction). NB: if vertexProgram is not used, it is a little slower, because of the substraction.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02929">2929</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00907">_PZBModelPosition</a>. </td>
+ </tr>
+</table>
+<a name="z478_4" doxytag="NL3D::CLandscape::setRefineMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setRefineMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>enabled</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00199">199</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00668">_RefineMode</a>. </td>
+ </tr>
+</table>
+<a name="z478_2" doxytag="NL3D::CLandscape::setThreshold"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setThreshold </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>thre</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set threshold for subdivsion quality. The lower is threshold, the more the landscape is subdivided. Default: 0.001.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00320">320</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00667">_Threshold</a>, and <a class="el" href="landscape_8h-source.html#l00672">_VPThresholdChange</a>. </td>
+ </tr>
+</table>
+<a name="z478_6" doxytag="NL3D::CLandscape::setTileMaxSubdivision"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setTileMaxSubdivision </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tileDiv</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set Maximum Tile subdivision. Valid values must be in [0..4] (assert). Default is 0 (for now :) ).
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00346">346</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00670">_TileMaxSubdivision</a>, <a class="el" href="landscape_8cpp-source.html#l00376">forceMergeAtTileLevel</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z478_0" doxytag="NL3D::CLandscape::setTileNear"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setTileNear </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tileNear</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set tile near distance. Default 50.f. maximized to length of Far alpha transition).
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00332">332</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00669">_FarTransition</a>, <a class="el" href="landscape_8h-source.html#l00666">_TileDistNear</a>, and <a class="el" href="landscape_8cpp-source.html#l00365">resetRenderFarAndDeleteVBFV</a>. </td>
+ </tr>
+</table>
+<a name="z483_5" doxytag="NL3D::CLandscape::setupAutomaticLightDir"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setupAutomaticLightDir </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>lightDir</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For automatic near lightmap computing (if enabled): setup the lightdir.
+<p>
+<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>lightDir</em>&nbsp;</td><td>
+is the direction of the light vector used for the lighting. NB: the vector is normalized. </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02699">2699</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00764">_AutomaticLightDir</a>. </td>
+ </tr>
+</table>
+<a name="z485_10" doxytag="NL3D::CLandscape::setupColorsFromTileFlags"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setupColorsFromTileFlags </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>colors</em>[4] </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Debug purpose only : setup the colors of the patch of all the currently loaded zones so that it shows which tiles have vegetable disabled, or are above, below water.
+<p>
+User provides a table with 4 colors for each state : color 0 = above water color 1 = underwater color 2 = intersect water color 3 = vegetable disabled
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03172">3172</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00663">Zones</a>. </td>
+ </tr>
+</table>
+<a name="z488_1" doxytag="NL3D::CLandscape::setUpdateLightingFrequency"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setUpdateLightingFrequency </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>freq</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the frequency of lighting update.
+<p>
+If freq==1, ALL patchs are updated each second. e.g: if 1/20, then every 20 seconds, all patchs are updated. If you set 0, no update will be done at all (this is the default setup!!).
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03323">3323</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00918">_ULFrequency</a>. </td>
+ </tr>
+</table>
+<a name="z483_0" doxytag="NL3D::CLandscape::setupStaticLight"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setupStaticLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>diffuse</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ambiant</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>multiply</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Setup the light color use for static illumination.
+<p>
+<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>diffuse</em>&nbsp;</td><td>
+is the color of the diffuse componante of the lighting. </td></tr>
+<tr><td valign=top><em>ambiant</em>&nbsp;</td><td>
+is the color of the ambiante componante of the lighting. </td></tr>
+<tr><td valign=top><em>multiply</em>&nbsp;</td><td>
+is the multiply factor. Final color is (diffuse*multiply*shading+ambiant*(1.0-shading)) </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l02660">2660</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00761">_LightValue</a>, <a class="el" href="common_8h-source.html#l00151">NLMISC::clamp</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00689">r</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>. </td>
+ </tr>
+</table>
+<a name="z485_6" doxytag="NL3D::CLandscape::setupVegetableLighting"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setupVegetableLighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ambient</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>diffuse</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>directionalLight</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+setup lighting ambient and diffuse for vegetable.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03115">3115</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>. </td>
+ </tr>
+</table>
+<a name="z485_1" doxytag="NL3D::CLandscape::setVegetableTime"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setVegetableTime </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">double&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>time</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the vegetable manager Time (in seconds) NB: MOT stuff (called by <a class="el" href="classNL3D_1_1CLandscapeModel.html">CLandscapeModel</a>), don't use it.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03130">3130</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>. </td>
+ </tr>
+</table>
+<a name="z485_9" doxytag="NL3D::CLandscape::setVegetableUpdateLightingFrequency"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setVegetableUpdateLightingFrequency </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>freq</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the frequency of Vegetable lighting update.
+<p>
+If freq==1, ALL lighted igs are updated each second. e.g: if 1/20, then every 20 seconds, all Igs are updated. If you set 0, no update will be done at all (this is the default setup!!).
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03166">3166</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>. </td>
+ </tr>
+</table>
+<a name="z485_2" doxytag="NL3D::CLandscape::setVegetableUpdateLightingTime"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setVegetableUpdateLightingTime </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">double&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>time</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the vegetable manager System Time (in seconds) for update lighting NB: MOT stuff (called by <a class="el" href="classNL3D_1_1CLandscapeModel.html">CLandscapeModel</a>), don't use it.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03137">3137</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>. </td>
+ </tr>
+</table>
+<a name="z485_7" doxytag="NL3D::CLandscape::setVegetableWind"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::setVegetableWind </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>windDir</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>windFreq</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>windPower</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>windBendMin</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the vegetable Wind for animation.
+<p>
+All thoses variables may be modified each frame without penalty.<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>windDir</em>&nbsp;</td><td>
+is the direction of the wind. NB: only XY direction is kept. </td></tr>
+<tr><td valign=top><em>windFreq</em>&nbsp;</td><td>
+is the frequency for the animation (speed) </td></tr>
+<tr><td valign=top><em>windPower</em>&nbsp;</td><td>
+is the power of the wind, and is a factor (0..1) of Bend </td></tr>
+<tr><td valign=top><em>windBendMin</em>&nbsp;</td><td>
+is a value in (0..1) which indicate how much the vegetables are bended at minimum (for very powerfull wind) </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03122">3122</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>. </td>
+ </tr>
+</table>
+<a name="c9" doxytag="NL3D::CLandscape::synchronizeATIVBHards"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::synchronizeATIVBHards </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00894">894</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00677">_Far0VB</a>, <a class="el" href="landscape_8h-source.html#l00678">_Far1VB</a>, and <a class="el" href="landscape_8h-source.html#l00679">_TileVB</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="z498_1" doxytag="NL3D::CLandscape::unlinkPatchFromNearUL"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::unlinkPatchFromNearUL </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPatch.html">CPatch</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>patch</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03341">3341</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00938">_ULNearCurrentTessBlockId</a>, and <a class="el" href="landscape_8h-source.html#l00936">_ULRootNearPatch</a>. </td>
+ </tr>
+</table>
+<a name="c8" doxytag="NL3D::CLandscape::unlockBuffers"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::unlockBuffers </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00883">883</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00677">_Far0VB</a>, <a class="el" href="landscape_8h-source.html#l00678">_Far1VB</a>, <a class="el" href="landscape_8h-source.html#l00679">_TileVB</a>, and <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>, <a class="el" href="landscape_8cpp-source.html#l00778">averageTesselationVertices</a>, <a class="el" href="landscape_8cpp-source.html#l00589">clip</a>, <a class="el" href="landscape_8cpp-source.html#l03428">computeDynamicLighting</a>, <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>, <a class="el" href="landscape_8cpp-source.html#l00743">refineAll</a>, <a class="el" href="landscape_8cpp-source.html#l00450">removeZone</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l03294">updateLightingAll</a>. </td>
+ </tr>
+</table>
+<a name="c6" doxytag="NL3D::CLandscape::updateGlobalsAndLockBuffers"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::updateGlobalsAndLockBuffers </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>refineCenter</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00805">805</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00676">_Driver</a>, <a class="el" href="landscape_8h-source.html#l00677">_Far0VB</a>, <a class="el" href="landscape_8h-source.html#l00678">_Far1VB</a>, <a class="el" href="landscape_8h-source.html#l00669">_FarTransition</a>, <a class="el" href="landscape_8h-source.html#l00907">_PZBModelPosition</a>, <a class="el" href="landscape_8h-source.html#l00667">_Threshold</a>, <a class="el" href="landscape_8h-source.html#l00666">_TileDistNear</a>, <a class="el" href="landscape_8h-source.html#l00670">_TileMaxSubdivision</a>, <a class="el" href="landscape_8h-source.html#l00679">_TileVB</a>, <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, <a class="el" href="landscape_8cpp-source.html#l00868">lockBuffers</a>, and <a class="el" href="common_8h-source.html#l00143">NLMISC::sqr</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>, <a class="el" href="landscape_8cpp-source.html#l00778">averageTesselationVertices</a>, <a class="el" href="landscape_8cpp-source.html#l00589">clip</a>, <a class="el" href="landscape_8cpp-source.html#l03428">computeDynamicLighting</a>, <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>, <a class="el" href="landscape_8cpp-source.html#l00743">refineAll</a>, <a class="el" href="landscape_8cpp-source.html#l00450">removeZone</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l03294">updateLightingAll</a>. </td>
+ </tr>
+</table>
+<a name="z488_0" doxytag="NL3D::CLandscape::updateLighting"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::updateLighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">double&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>time</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+update the lighting of patch, within a certain amount of time.
+<p>
+called by <a class="el" href="classNL3D_1_1CLandscapeModel.html">CLandscapeModel</a>
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03267">3267</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00918">_ULFrequency</a>, <a class="el" href="landscape_8h-source.html#l00914">_ULPrecTime</a>, <a class="el" href="landscape_8h-source.html#l00915">_ULPrecTimeInit</a>, <a class="el" href="landscape_8h-source.html#l00916">_ULTime</a>, <a class="el" href="landscape_8cpp-source.html#l03361">updateLightingTextureFar</a>, and <a class="el" href="landscape_8cpp-source.html#l03398">updateLightingTextureNear</a>. </td>
+ </tr>
+</table>
+<a name="z488_2" doxytag="NL3D::CLandscape::updateLightingAll"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::updateLightingAll </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+update the lighting of ALL patch (slow method).
+<p>
+NB: work even if UpdateLightingFrequency==0 Additionaly, vegetables are also ALL updated.
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03294">3294</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00886">_VegetableManager</a>, <a class="el" href="fast__floor_8h-source.html#l00123">NL3D::OptFastFloorBegin</a>, <a class="el" href="fast__floor_8h-source.html#l00124">NL3D::OptFastFloorEnd</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l03361">updateLightingTextureFar</a>, and <a class="el" href="landscape_8cpp-source.html#l03398">updateLightingTextureNear</a>. </td>
+ </tr>
+</table>
+<a name="z498_2" doxytag="NL3D::CLandscape::updateLightingTextureFar"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::updateLightingTextureFar </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>ratio</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Update All Far texture, given a ratio along total lumels.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03361">3361</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00928">_ULFarCurrentPatchId</a>, <a class="el" href="landscape_8h-source.html#l00924">_ULFarPixelsToUpdate</a>, <a class="el" href="landscape_8h-source.html#l00926">_ULRootTextureFar</a>, <a class="el" href="landscape_8h-source.html#l00922">_ULTotalFarPixels</a>, <a class="el" href="bit__set_8cpp-source.html#l00038">min</a>, and <a class="el" href="texture__far_8h-source.html#l00039">NL_NUM_FAR_PATCHES_BY_TEXTURE</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03267">updateLighting</a>, and <a class="el" href="landscape_8cpp-source.html#l03294">updateLightingAll</a>. </td>
+ </tr>
+</table>
+<a name="z498_3" doxytag="NL3D::CLandscape::updateLightingTextureNear"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::updateLightingTextureNear </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>ratio</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Update All Near texture, given a ratio along total lumels.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l03398">3398</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00938">_ULNearCurrentTessBlockId</a>, <a class="el" href="landscape_8h-source.html#l00934">_ULNearPixelsToUpdate</a>, <a class="el" href="landscape_8h-source.html#l00936">_ULRootNearPatch</a>, <a class="el" href="landscape_8h-source.html#l00932">_ULTotalNearPixels</a>, and <a class="el" href="bit__set_8cpp-source.html#l00038">min</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03267">updateLighting</a>, and <a class="el" href="landscape_8cpp-source.html#l03294">updateLightingAll</a>. </td>
+ </tr>
+</table>
+<a name="c10" doxytag="NL3D::CLandscape::updateTessBlocksFaceVector"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLandscape::updateTessBlocksFaceVector </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00902">902</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+References <a class="el" href="landscape_8h-source.html#l00626">_TessBlockModificationRoot</a>, and <a class="el" href="landscape_8h-source.html#l00594">CPatch</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>, <a class="el" href="landscape_8cpp-source.html#l00778">averageTesselationVertices</a>, <a class="el" href="landscape_8cpp-source.html#l00589">clip</a>, <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>, <a class="el" href="landscape_8cpp-source.html#l00743">refineAll</a>, and <a class="el" href="landscape_8cpp-source.html#l00450">removeZone</a>. </td>
+ </tr>
+</table>
+<hr><h2>Friends And Related Function Documentation</h2>
+<a name="l1" doxytag="NL3D::CLandscape::CPatch"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class CPatch<code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00594">594</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02310">addPatchBlocksInBBox</a>, <a class="el" href="landscape_8cpp-source.html#l02277">addTrianglesInBBox</a>, <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>, <a class="el" href="landscape_8cpp-source.html#l03207">appendTileLightInfluences</a>, <a class="el" href="landscape_8cpp-source.html#l02363">buildCollideFaces</a>, <a class="el" href="landscape_8cpp-source.html#l03428">computeDynamicLighting</a>, <a class="el" href="landscape_8cpp-source.html#l03054">enableVegetable</a>, <a class="el" href="landscape_8cpp-source.html#l02342">fillPatchQuadBlock</a>, <a class="el" href="landscape_8cpp-source.html#l03188">getLumel</a>, <a class="el" href="landscape_8cpp-source.html#l02479">getTesselatedPos</a>, <a class="el" href="landscape_8cpp-source.html#l02908">getTessellationLeaves</a>, <a class="el" href="landscape_8cpp-source.html#l01837">getTileElement</a>, <a class="el" href="landscape_8cpp-source.html#l03232">removeAllPointLights</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l00902">updateTessBlocksFaceVector</a>. </td>
+ </tr>
+</table>
+<a name="l0" doxytag="NL3D::CLandscape::CTessFace"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class CTessFace<code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00593">593</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02944">newTessFace</a>, and <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>. </td>
+ </tr>
+</table>
+<a name="l2" doxytag="NL3D::CLandscape::CZone"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class CZone<code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00595">595</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>, <a class="el" href="landscape_8cpp-source.html#l02215">checkZoneBinds</a>, and <a class="el" href="landscape_8cpp-source.html#l00450">removeZone</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Data Documentation</h2>
+<a name="o19" doxytag="NL3D::CLandscape::_AutomaticLightDir"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CVector NL3D::CLandscape::_AutomaticLightDir<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00764">764</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8h-source.html#l00393">getAutomaticLightDir</a>, and <a class="el" href="landscape_8cpp-source.html#l02699">setupAutomaticLightDir</a>. </td>
+ </tr>
+</table>
+<a name="o18" doxytag="NL3D::CLandscape::_AutomaticLighting"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_AutomaticLighting<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00763">763</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02693">enableAutomaticLighting</a>, and <a class="el" href="landscape_8h-source.html#l00391">getAutomaticLighting</a>. </td>
+ </tr>
+</table>
+<a name="z499_5" doxytag="NL3D::CLandscape::_DLMGlobalVegetableColor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CRGBA NL3D::CLandscape::_DLMGlobalVegetableColor<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+an approximate value used to simulate diffuse material of vegetables.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00968">968</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8h-source.html#l00584">getDLMGlobalVegetableColor</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l03544">setDLMGlobalVegetableColor</a>. </td>
+ </tr>
+</table>
+<a name="z499_4" doxytag="NL3D::CLandscape::_DLMMaxAttEnd"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::_DLMMaxAttEnd<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Max AttEnd.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00965">965</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03428">computeDynamicLighting</a>, <a class="el" href="landscape_8h-source.html#l00575">getDynamicLightingMaxAttEnd</a>, and <a class="el" href="landscape_8cpp-source.html#l03514">setDynamicLightingMaxAttEnd</a>. </td>
+ </tr>
+</table>
+<a name="z491_0" doxytag="NL3D::CLandscape::_Driver"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CRefPtr&lt;<a class="el" href="classNL3D_1_1IDriver.html">IDriver</a>&gt; NL3D::CLandscape::_Driver<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00676">676</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, <a class="el" href="landscape_8cpp-source.html#l00569">setDriver</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="z496_3" doxytag="NL3D::CLandscape::_DriverOkForVegetable"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_DriverOkForVegetable<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Tells if the current dirver support vegetable.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00891">891</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03102">isVegetableActive</a>, and <a class="el" href="landscape_8cpp-source.html#l00569">setDriver</a>. </td>
+ </tr>
+</table>
+<a name="z490_18" doxytag="NL3D::CLandscape::_FaceVectorManager"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscapeFaceVectorManager.html">CLandscapeFaceVectorManager</a> NL3D::CLandscape::_FaceVectorManager<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00623">623</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="z491_1" doxytag="NL3D::CLandscape::_Far0VB"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscapeVBAllocator.html">CLandscapeVBAllocator</a> NL3D::CLandscape::_Far0VB<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00677">677</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, <a class="el" href="landscape_8cpp-source.html#l00868">lockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, <a class="el" href="landscape_8cpp-source.html#l00894">synchronizeATIVBHards</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="z491_2" doxytag="NL3D::CLandscape::_Far1VB"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscapeVBAllocator.html">CLandscapeVBAllocator</a> NL3D::CLandscape::_Far1VB<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00678">678</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, <a class="el" href="landscape_8cpp-source.html#l00868">lockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, <a class="el" href="landscape_8cpp-source.html#l00894">synchronizeATIVBHards</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="o16" doxytag="NL3D::CLandscape::_FarInitialized"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_FarInitialized<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00749">749</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, and <a class="el" href="landscape_8cpp-source.html#l02602">initTileBanks</a>. </td>
+ </tr>
+</table>
+<a name="o14" doxytag="NL3D::CLandscape::_FarRdrPassSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscape.html#u6">TSPRenderPassSet</a> NL3D::CLandscape::_FarRdrPassSet<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00747">747</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, <a class="el" href="landscape_8cpp-source.html#l02153">eraseFarRenderPassFromSet</a>, <a class="el" href="landscape_8cpp-source.html#l02047">getFarRenderPass</a>, and <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="o15" doxytag="NL3D::CLandscape::_FarRdrPassSetVectorFree"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscape.html#u8">TSPRdrPassSetVector</a> NL3D::CLandscape::_FarRdrPassSetVectorFree<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00748">748</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, <a class="el" href="landscape_8cpp-source.html#l02110">freeFarRenderPass</a>, and <a class="el" href="landscape_8cpp-source.html#l02047">getFarRenderPass</a>. </td>
+ </tr>
+</table>
+<a name="o4" doxytag="NL3D::CLandscape::_FarTransition"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::_FarTransition<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00669">669</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l00332">setTileNear</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="o21" doxytag="NL3D::CLandscape::_HeightField"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CLandscape_1_1CHeightField.html">CHeightField</a> NL3D::CLandscape::_HeightField<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00831">831</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02707">getHeightFieldDeltaZ</a>, and <a class="el" href="landscape_8cpp-source.html#l02793">setHeightField</a>. </td>
+ </tr>
+</table>
+<a name="o20" doxytag="NL3D::CLandscape::_LightGroupColorMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscape.html#u9">TLightGroupColorMap</a> NL3D::CLandscape::_LightGroupColorMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00769">769</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>, and <a class="el" href="landscape_8cpp-source.html#l03253">setPointLightFactor</a>. </td>
+ </tr>
+</table>
+<a name="o17" doxytag="NL3D::CLandscape::_LightValue"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CRGBA NL3D::CLandscape::_LightValue[256]<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00761">761</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8h-source.html#l00358">getStaticLight</a>, and <a class="el" href="landscape_8cpp-source.html#l02660">setupStaticLight</a>. </td>
+ </tr>
+</table>
+<a name="z495_1" doxytag="NL3D::CLandscape::_MergePriorityList"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTessFacePriorityList.html">CTessFacePriorityList</a> NL3D::CLandscape::_MergePriorityList<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The priority list of faces which may need to merge.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00874">874</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, and <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>. </td>
+ </tr>
+</table>
+<a name="o11" doxytag="NL3D::CLandscape::_NFreeLightMaps"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::_NFreeLightMaps<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00729">729</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l01917">getTileLightMap</a>, and <a class="el" href="landscape_8cpp-source.html#l01998">releaseTileLightMap</a>. </td>
+ </tr>
+</table>
+<a name="z494_0" doxytag="NL3D::CLandscape::_NoiseEnabled"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_NoiseEnabled<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00865">865</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03040">getNoiseMode</a>, and <a class="el" href="landscape_8cpp-source.html#l03034">setNoiseMode</a>. </td>
+ </tr>
+</table>
+<a name="z495_2" doxytag="NL3D::CLandscape::_OldRefineCenter"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CVector NL3D::CLandscape::_OldRefineCenter<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+OldRefineCenter setuped in prec <a class="el" href="classNL3D_1_1CLandscape.html#z479_2">refine</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00876">876</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02479">getTesselatedPos</a>, and <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>. </td>
+ </tr>
+</table>
+<a name="z495_3" doxytag="NL3D::CLandscape::_OldRefineCenterSetuped"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_OldRefineCenterSetuped<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00877">877</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, and <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>. </td>
+ </tr>
+</table>
+<a name="z499_3" doxytag="NL3D::CLandscape::_PatchDLMContextList"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CPatchDLMContextList.html">CPatchDLMContextList</a>* NL3D::CLandscape::_PatchDLMContextList<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+List of DLM Context.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00961">961</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03428">computeDynamicLighting</a>, <a class="el" href="landscape_8cpp-source.html#l03522">getDynamicLightingMemoryLoad</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l00273">~CLandscape</a>. </td>
+ </tr>
+</table>
+<a name="z493_2" doxytag="NL3D::CLandscape::_PatchQuadGrid"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CQuadGrid.html">CQuadGrid</a>&lt;<a class="el" href="structNL3D_1_1CLandscape_1_1CPatchIdentEx.html">CPatchIdentEx</a>&gt; NL3D::CLandscape::_PatchQuadGrid<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The QuadGrid of patch.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00844">844</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>, <a class="el" href="landscape_8cpp-source.html#l02323">buildPatchBlocksInBBox</a>, <a class="el" href="landscape_8cpp-source.html#l02290">buildTrianglesInBBox</a>, <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, <a class="el" href="landscape_8cpp-source.html#l03428">computeDynamicLighting</a>, <a class="el" href="landscape_8cpp-source.html#l00290">init</a>, and <a class="el" href="landscape_8cpp-source.html#l00450">removeZone</a>. </td>
+ </tr>
+</table>
+<a name="z493_4" doxytag="NL3D::CLandscape::_PatchQuadGridEltSize"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const float NL3D::CLandscape::_PatchQuadGridEltSize = 16<code> [static, private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00100">100</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00290">init</a>. </td>
+ </tr>
+</table>
+<a name="z493_3" doxytag="NL3D::CLandscape::_PatchQuadGridSize"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::_PatchQuadGridSize = 128<code> [static, private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8cpp-source.html#l00098">98</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00290">init</a>. </td>
+ </tr>
+</table>
+<a name="z499_6" doxytag="NL3D::CLandscape::_PointLightDiffuseMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CRGBA NL3D::CLandscape::_PointLightDiffuseMaterial<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The diffuse material of landscape, used for StaticPointLights and DynamicPointLights.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00971">971</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03428">computeDynamicLighting</a>, <a class="el" href="landscape_8h-source.html#l00372">getPointLightDiffuseMaterial</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l03551">setPointLightDiffuseMaterial</a>. </td>
+ </tr>
+</table>
+<a name="z497_0" doxytag="NL3D::CLandscape::_PZBModelPosition"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CVector NL3D::CLandscape::_PZBModelPosition<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1CLandscape.html#z487_0">setPZBModelPosition</a>().</dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00907">907</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8h-source.html#l00526">getPZBModelPosition</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, <a class="el" href="landscape_8cpp-source.html#l02929">setPZBModelPosition</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="o3" doxytag="NL3D::CLandscape::_RefineMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_RefineMode<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00668">668</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8h-source.html#l00200">getRefineMode</a>, <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>, and <a class="el" href="landscape_8h-source.html#l00199">setRefineMode</a>. </td>
+ </tr>
+</table>
+<a name="z491_5" doxytag="NL3D::CLandscape::_RenderMustRefillVB"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_RenderMustRefillVB<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00683">683</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, and <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="z495_4" doxytag="NL3D::CLandscape::_RootNewLeaves"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTessFacePListNode.html">CTessFacePListNode</a> NL3D::CLandscape::_RootNewLeaves<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<a class="el" href="classNL3D_1_1CLandscape.html#z490_0">newTessFace</a>() append the face to _RootNewLeaves.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00879">879</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02944">newTessFace</a>, and <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>. </td>
+ </tr>
+</table>
+<a name="z495_0" doxytag="NL3D::CLandscape::_SplitPriorityList"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTessFacePriorityList.html">CTessFacePriorityList</a> NL3D::CLandscape::_SplitPriorityList<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The priority list of faces which may need to split.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00872">872</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, and <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>. </td>
+ </tr>
+</table>
+<a name="z490_19" doxytag="NL3D::CLandscape::_TessBlockModificationRoot"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTessBlock.html">CTessBlock</a> NL3D::CLandscape::_TessBlockModificationRoot<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00626">626</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00778">averageTesselationVertices</a>, <a class="el" href="landscape_8cpp-source.html#l00589">clip</a>, and <a class="el" href="landscape_8cpp-source.html#l00902">updateTessBlocksFaceVector</a>. </td>
+ </tr>
+</table>
+<a name="z499_2" doxytag="NL3D::CLandscape::_TextureDLM"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt;<a class="el" href="classNL3D_1_1ITexture.html">ITexture</a>&gt; NL3D::CLandscape::_TextureDLM<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The dynamic lightmap Texture.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00957">957</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l00273">~CLandscape</a>. </td>
+ </tr>
+</table>
+<a name="o10" doxytag="NL3D::CLandscape::_TextureNears"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="classNL3D_1_1CLandscape.html#u5">TSPRenderPass</a>&gt; NL3D::CLandscape::_TextureNears<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00728">728</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01917">getTileLightMap</a>, <a class="el" href="landscape_8cpp-source.html#l02020">refillTileLightMap</a>, <a class="el" href="landscape_8cpp-source.html#l01998">releaseTileLightMap</a>, and <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="o2" doxytag="NL3D::CLandscape::_Threshold"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::_Threshold<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00667">667</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02479">getTesselatedPos</a>, <a class="el" href="landscape_8cpp-source.html#l00320">setThreshold</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="o1" doxytag="NL3D::CLandscape::_TileDistNear"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::_TileDistNear<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00666">666</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02479">getTesselatedPos</a>, <a class="el" href="landscape_8cpp-source.html#l00332">setTileNear</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="o5" doxytag="NL3D::CLandscape::_TileMaxSubdivision"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::_TileMaxSubdivision<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00670">670</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l00358">getTileMaxSubdivision</a>, <a class="el" href="landscape_8cpp-source.html#l00346">setTileMaxSubdivision</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="z491_3" doxytag="NL3D::CLandscape::_TileVB"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscapeVBAllocator.html">CLandscapeVBAllocator</a> NL3D::CLandscape::_TileVB<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00679">679</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00525">clear</a>, <a class="el" href="landscape_8cpp-source.html#l00868">lockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, <a class="el" href="landscape_8cpp-source.html#l00894">synchronizeATIVBHards</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, and <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>. </td>
+ </tr>
+</table>
+<a name="z498_11" doxytag="NL3D::CLandscape::_ULFarCurrentPatchId"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::_ULFarCurrentPatchId<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Current patch id in the current TextureFar processed.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00928">928</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02153">eraseFarRenderPassFromSet</a>, and <a class="el" href="landscape_8cpp-source.html#l03361">updateLightingTextureFar</a>. </td>
+ </tr>
+</table>
+<a name="z498_9" doxytag="NL3D::CLandscape::_ULFarPixelsToUpdate"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::_ULFarPixelsToUpdate<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Current number of far pixels to update. If negative, I have some advance.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00924">924</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, and <a class="el" href="landscape_8cpp-source.html#l03361">updateLightingTextureFar</a>. </td>
+ </tr>
+</table>
+<a name="z498_7" doxytag="NL3D::CLandscape::_ULFrequency"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::_ULFrequency<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Frequency of update.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00918">918</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03323">setUpdateLightingFrequency</a>, and <a class="el" href="landscape_8cpp-source.html#l03267">updateLighting</a>. </td>
+ </tr>
+</table>
+<a name="z498_15" doxytag="NL3D::CLandscape::_ULNearCurrentTessBlockId"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLandscape::_ULNearCurrentTessBlockId<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Current tessBlock id in the current patch processed.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00938">938</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03341">unlinkPatchFromNearUL</a>, and <a class="el" href="landscape_8cpp-source.html#l03398">updateLightingTextureNear</a>. </td>
+ </tr>
+</table>
+<a name="z498_13" doxytag="NL3D::CLandscape::_ULNearPixelsToUpdate"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::_ULNearPixelsToUpdate<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Current number of near pixels to update. If negative, I have some advance.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00934">934</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, and <a class="el" href="landscape_8cpp-source.html#l03398">updateLightingTextureNear</a>. </td>
+ </tr>
+</table>
+<a name="z498_4" doxytag="NL3D::CLandscape::_ULPrecTime"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> double NL3D::CLandscape::_ULPrecTime<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00914">914</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03267">updateLighting</a>. </td>
+ </tr>
+</table>
+<a name="z498_5" doxytag="NL3D::CLandscape::_ULPrecTimeInit"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_ULPrecTimeInit<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00915">915</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, and <a class="el" href="landscape_8cpp-source.html#l03267">updateLighting</a>. </td>
+ </tr>
+</table>
+<a name="z498_14" doxytag="NL3D::CLandscape::_ULRootNearPatch"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CPatch.html">CPatch</a>* NL3D::CLandscape::_ULRootNearPatch<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The current patch rendered.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00936">936</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03331">linkPatchToNearUL</a>, <a class="el" href="landscape_8cpp-source.html#l03341">unlinkPatchFromNearUL</a>, and <a class="el" href="landscape_8cpp-source.html#l03398">updateLightingTextureNear</a>. </td>
+ </tr>
+</table>
+<a name="z498_10" doxytag="NL3D::CLandscape::_ULRootTextureFar"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTextureFar.html">CTextureFar</a>* NL3D::CLandscape::_ULRootTextureFar<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The current TextureFar rendered.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00926">926</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02153">eraseFarRenderPassFromSet</a>, <a class="el" href="landscape_8cpp-source.html#l02047">getFarRenderPass</a>, and <a class="el" href="landscape_8cpp-source.html#l03361">updateLightingTextureFar</a>. </td>
+ </tr>
+</table>
+<a name="z498_6" doxytag="NL3D::CLandscape::_ULTime"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> double NL3D::CLandscape::_ULTime<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00916">916</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03267">updateLighting</a>. </td>
+ </tr>
+</table>
+<a name="z498_8" doxytag="NL3D::CLandscape::_ULTotalFarPixels"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a14">sint</a> NL3D::CLandscape::_ULTotalFarPixels<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Far UpdateLighting.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00922">922</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02110">freeFarRenderPass</a>, <a class="el" href="landscape_8cpp-source.html#l02047">getFarRenderPass</a>, and <a class="el" href="landscape_8cpp-source.html#l03361">updateLightingTextureFar</a>. </td>
+ </tr>
+</table>
+<a name="z498_12" doxytag="NL3D::CLandscape::_ULTotalNearPixels"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a14">sint</a> NL3D::CLandscape::_ULTotalNearPixels<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Near UpdateLighting.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00932">932</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l01917">getTileLightMap</a>, <a class="el" href="landscape_8cpp-source.html#l01998">releaseTileLightMap</a>, and <a class="el" href="landscape_8cpp-source.html#l03398">updateLightingTextureNear</a>. </td>
+ </tr>
+</table>
+<a name="z496_4" doxytag="NL3D::CLandscape::_VegetableBlockList"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTessList.html">CTessList</a>&lt;<a class="el" href="classNL3D_1_1CLandscapeVegetableBlock.html">CLandscapeVegetableBlock</a>&gt; NL3D::CLandscape::_VegetableBlockList<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+List of VegetableBlock, to be tested for creation each frame.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00894">894</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>. </td>
+ </tr>
+</table>
+<a name="z496_1" doxytag="NL3D::CLandscape::_VegetableManager"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CVegetableManager.html">CVegetableManager</a>* NL3D::CLandscape::_VegetableManager<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The VegetableManager. (ptr only for include speed).
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00886">886</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03159">createVegetableBlendLayersModels</a>, <a class="el" href="landscape_8cpp-source.html#l03054">enableVegetable</a>, <a class="el" href="landscape_8cpp-source.html#l03145">getNumVegetableFaceRendered</a>, <a class="el" href="landscape_8cpp-source.html#l02602">initTileBanks</a>, <a class="el" href="landscape_8cpp-source.html#l00868">lockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00611">refine</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, <a class="el" href="landscape_8cpp-source.html#l03115">setupVegetableLighting</a>, <a class="el" href="landscape_8cpp-source.html#l03130">setVegetableTime</a>, <a class="el" href="landscape_8cpp-source.html#l03166">setVegetableUpdateLightingFrequency</a>, <a class="el" href="landscape_8cpp-source.html#l03137">setVegetableUpdateLightingTime</a>, <a class="el" href="landscape_8cpp-source.html#l03122">setVegetableWind</a>, <a class="el" href="landscape_8cpp-source.html#l00883">unlockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00805">updateGlobalsAndLockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l03294">updateLightingAll</a>, and <a class="el" href="landscape_8cpp-source.html#l00273">~CLandscape</a>. </td>
+ </tr>
+</table>
+<a name="z496_2" doxytag="NL3D::CLandscape::_VegetableManagerEnabled"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_VegetableManagerEnabled<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Tells if the Vegetable Managemnt is enabled.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00889">889</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l03054">enableVegetable</a>, and <a class="el" href="landscape_8cpp-source.html#l03102">isVegetableActive</a>. </td>
+ </tr>
+</table>
+<a name="z491_4" doxytag="NL3D::CLandscape::_VertexShaderOk"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLandscape::_VertexShaderOk<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00681">681</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l02479">getTesselatedPos</a>, <a class="el" href="landscape_8cpp-source.html#l00868">lockBuffers</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l00569">setDriver</a>. </td>
+ </tr>
+</table>
+<a name="o6" doxytag="NL3D::CLandscape::_VPThresholdChange"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CLandscape::_VPThresholdChange<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00672">672</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, and <a class="el" href="landscape_8cpp-source.html#l00320">setThreshold</a>. </td>
+ </tr>
+</table>
+<a name="o13" doxytag="NL3D::CLandscape::FarMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> NL3D::CLandscape::FarMaterial<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00736">736</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00290">init</a>, and <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="z490_12" doxytag="NL3D::CLandscape::TessFaceAllocator"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CBlockMemory&lt;<a class="el" href="classNL3D_1_1CTessFace.html">CTessFace</a>&gt; NL3D::CLandscape::TessFaceAllocator<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00601">601</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02986">deleteTessFace</a>, and <a class="el" href="landscape_8cpp-source.html#l02944">newTessFace</a>. </td>
+ </tr>
+</table>
+<a name="z490_15" doxytag="NL3D::CLandscape::TessFarVertexAllocator"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CBlockMemory&lt;<a class="el" href="structNL3D_1_1CTessFarVertex.html">CTessFarVertex</a>&gt; NL3D::CLandscape::TessFarVertexAllocator<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00604">604</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03007">deleteTessFarVertex</a>, and <a class="el" href="landscape_8cpp-source.html#l02968">newTessFarVertex</a>. </td>
+ </tr>
+</table>
+<a name="z490_14" doxytag="NL3D::CLandscape::TessNearVertexAllocator"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CBlockMemory&lt;<a class="el" href="structNL3D_1_1CTessNearVertex.html">CTessNearVertex</a>&gt; NL3D::CLandscape::TessNearVertexAllocator<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00603">603</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03001">deleteTessNearVertex</a>, and <a class="el" href="landscape_8cpp-source.html#l02962">newTessNearVertex</a>. </td>
+ </tr>
+</table>
+<a name="z490_13" doxytag="NL3D::CLandscape::TessVertexAllocator"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CBlockMemory&lt;<a class="el" href="classNL3D_1_1CTessVertex.html">CTessVertex</a>&gt; NL3D::CLandscape::TessVertexAllocator<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00602">602</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02995">deleteTessVertex</a>, and <a class="el" href="landscape_8cpp-source.html#l02956">newTessVertex</a>. </td>
+ </tr>
+</table>
+<a name="m0" doxytag="NL3D::CLandscape::TileBank"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTileBank.html">CTileBank</a> NL3D::CLandscape::TileBank
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00142">142</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03054">enableVegetable</a>, <a class="el" href="landscape_8cpp-source.html#l03152">getTileVegetableDesc</a>, <a class="el" href="landscape_8cpp-source.html#l02602">initTileBanks</a>, and <a class="el" href="landscape_8cpp-source.html#l01642">loadTile</a>. </td>
+ </tr>
+</table>
+<a name="z490_17" doxytag="NL3D::CLandscape::TileFaceAllocator"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CBlockMemory&lt;<a class="el" href="structNL3D_1_1CTileFace.html">CTileFace</a>&gt; NL3D::CLandscape::TileFaceAllocator<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00606">606</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03019">deleteTileFace</a>, and <a class="el" href="landscape_8cpp-source.html#l02980">newTileFace</a>. </td>
+ </tr>
+</table>
+<a name="m1" doxytag="NL3D::CLandscape::TileFarBank"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CTileFarBank.html">CTileFarBank</a> NL3D::CLandscape::TileFarBank
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00143">143</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l02562">eraseTileFarIfNotGood</a>, <a class="el" href="landscape_8cpp-source.html#l02047">getFarRenderPass</a>, and <a class="el" href="landscape_8cpp-source.html#l02602">initTileBanks</a>. </td>
+ </tr>
+</table>
+<a name="o9" doxytag="NL3D::CLandscape::TileInfos"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="structNL3D_1_1CLandscape_1_1CTileInfo.html">CTileInfo</a>*&gt; NL3D::CLandscape::TileInfos<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00725">725</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00177">CLandscape</a>, <a class="el" href="landscape_8cpp-source.html#l01856">flushTiles</a>, <a class="el" href="landscape_8cpp-source.html#l01762">getTileRenderPass</a>, <a class="el" href="landscape_8cpp-source.html#l01792">getTileUvScaleBiasRot</a>, <a class="el" href="landscape_8cpp-source.html#l01642">loadTile</a>, <a class="el" href="landscape_8cpp-source.html#l01744">releaseTile</a>, and <a class="el" href="landscape_8cpp-source.html#l01884">releaseTiles</a>. </td>
+ </tr>
+</table>
+<a name="o12" doxytag="NL3D::CLandscape::TileMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> NL3D::CLandscape::TileMaterial<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00733">733</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00290">init</a>, and <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="z490_16" doxytag="NL3D::CLandscape::TileMaterialAllocator"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CBlockMemory&lt;<a class="el" href="structNL3D_1_1CTileMaterial.html">CTileMaterial</a>&gt; NL3D::CLandscape::TileMaterialAllocator<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00605">605</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l03013">deleteTileMaterial</a>, and <a class="el" href="landscape_8cpp-source.html#l02974">newTileMaterial</a>. </td>
+ </tr>
+</table>
+<a name="o8" doxytag="NL3D::CLandscape::TileRdrPassSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscape.html#u3">TTileRdrPassSet</a> NL3D::CLandscape::TileRdrPassSet<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00723">723</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01631">findTileRdrPass</a>, <a class="el" href="landscape_8cpp-source.html#l01856">flushTiles</a>, <a class="el" href="landscape_8cpp-source.html#l01884">releaseTiles</a>, and <a class="el" href="landscape_8cpp-source.html#l00945">render</a>. </td>
+ </tr>
+</table>
+<a name="o7" doxytag="NL3D::CLandscape::TileTextureMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLandscape.html#u1">TTileTextureMap</a> NL3D::CLandscape::TileTextureMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00721">721</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01611">findTileTexture</a>. </td>
+ </tr>
+</table>
+<a name="o0" doxytag="NL3D::CLandscape::Zones"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="namespaceNL3D.html#a312">TZoneMap</a> NL3D::CLandscape::Zones<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="landscape_8h-source.html#l00663">663</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00387">addZone</a>, <a class="el" href="landscape_8cpp-source.html#l03207">appendTileLightInfluences</a>, <a class="el" href="landscape_8cpp-source.html#l00778">averageTesselationVertices</a>, <a class="el" href="landscape_8cpp-source.html#l02363">buildCollideFaces</a>, <a class="el" href="landscape_8cpp-source.html#l00589">clip</a>, <a class="el" href="landscape_8cpp-source.html#l03054">enableVegetable</a>, <a class="el" href="landscape_8cpp-source.html#l00766">excludePatchFromRefineAll</a>, <a class="el" href="landscape_8cpp-source.html#l02342">fillPatchQuadBlock</a>, <a class="el" href="landscape_8cpp-source.html#l00376">forceMergeAtTileLevel</a>, <a class="el" href="landscape_8cpp-source.html#l03188">getLumel</a>, <a class="el" href="landscape_8cpp-source.html#l02479">getTesselatedPos</a>, <a class="el" href="landscape_8cpp-source.html#l02908">getTessellationLeaves</a>, <a class="el" href="landscape_8cpp-source.html#l01837">getTileElement</a>, <a class="el" href="landscape_8cpp-source.html#l02189">getZone</a>, <a class="el" href="landscape_8cpp-source.html#l00505">getZoneList</a>, <a class="el" href="landscape_8cpp-source.html#l00743">refineAll</a>, <a class="el" href="landscape_8cpp-source.html#l03232">removeAllPointLights</a>, <a class="el" href="landscape_8cpp-source.html#l00450">removeZone</a>, <a class="el" href="landscape_8cpp-source.html#l00945">render</a>, <a class="el" href="landscape_8cpp-source.html#l00365">resetRenderFarAndDeleteVBFV</a>, <a class="el" href="landscape_8cpp-source.html#l03253">setPointLightFactor</a>, and <a class="el" href="landscape_8cpp-source.html#l03172">setupColorsFromTileFlags</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="landscape_8h-source.html">landscape.h</a><li><a class="el" href="landscape_8cpp-source.html">landscape.cpp</a></ul>
+
+
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