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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::CTessFace class Reference</title>
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<h1>NL3D::CTessFace Class Reference</h1><code>#include &lt;<a class="el" href="a06498.html">tessellation.h</a>&gt;</code>
<p>
<p>Inheritance diagram for NL3D::CTessFace:
<p><center><img src="a03476.png" usemap="#NL3D::CTessFace_map" border="0" alt=""></center>
<map name="NL3D::CTessFace_map">
<area href="a02718.html" alt="NL3D::CTessNodeList" shape="rect" coords="0,0,171,24">
<area href="a03477.html" alt="NL3D::CTessFacePListNode" shape="rect" coords="181,0,352,24">
</map>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A Landscape Triangle. MemSize: 28*4 octets. =&gt; for 100K faces, it takes 11.2 Mo. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2000 </dd></dl>

<p>

<p>
Definition at line <a class="el" href="a06498.html#l00233">233</a> of file <a class="el" href="a06498.html">tessellation.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Tile Material Infos (uvs...).</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a> { <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a> = 0, 
<a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, 
<a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>
 }</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03523.html">CTileFace</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a> [NL3D_MAX_TILE_FACE]</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_2">TileId</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03530.html">CTileMaterial</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a></td></tr>

<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03477.html#NL3D_1_1CTessFacePListNodea0">appendPList</a> (<a class="el" href="a03477.html">CTessFacePListNode</a> &amp;root)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea1">appendTessellationLeaves</a> (std::vector&lt; const <a class="el" href="a03476.html">CTessFace</a> * &gt; &amp;leaves) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea2">averageTesselationVertices</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea3">changeNeighbor</a> (<a class="el" href="a03476.html">CTessFace</a> *<a class="el" href="a04113.html#a70">from</a>, <a class="el" href="a03476.html">CTessFace</a> *to)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea4">computeNearLimit</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea5">computeSplitPoint</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea6">computeTileMaterial</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea8">deleteTileUvs</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea9">forceMerge</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea10">forceMergeAtTileLevel</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea11">getTesselatedPos</a> (const <a class="el" href="a03640.html">CUV</a> &amp;uv, bool verifInclusion, <a class="el" href="a03128.html">CVector</a> &amp;ret)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea12">hasEdge</a> (<a class="el" href="a03482.html">CTessVertex</a> *v0, <a class="el" href="a03482.html">CTessVertex</a> *v1) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea13">hasVertex</a> (<a class="el" href="a03482.html">CTessVertex</a> *<a class="el" href="a04223.html#a576">v</a>) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03477.html#NL3D_1_1CTessFacePListNodea3">linkInPList</a> (<a class="el" href="a03477.html">CTessFacePListNode</a> &amp;root)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">unlinkInPList, then link this node to the root of a list.  <a href="#NL3D_1_1CTessFacePListNodea3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea17">linkTessFaceWithEdge</a> (const <a class="el" href="a03660.html">NLMISC::CVector2f</a> &amp;uv0, const <a class="el" href="a03660.html">NLMISC::CVector2f</a> &amp;uv1, <a class="el" href="a03476.html">CTessFace</a> *linkTo)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea18">merge</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03477.html">CTessFacePListNode</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03477.html#NL3D_1_1CTessFacePListNodea4">nextInPList</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03477.html">CTessFacePListNode</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03477.html#NL3D_1_1CTessFacePListNodea6">precInPList</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get next ptr. next==this if list empty.  <a href="#NL3D_1_1CTessFacePListNodea6"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea21">recreateTileUvs</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea22">refineAll</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">refine the node, and his sons. Refine all nodes.  <a href="#NL3D_1_1CTessFacea22"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea23">refreshTesselationGeometry</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea24">releaseTileMaterial</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea25">split</a> (bool propagateSplit=true)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea26">unbind</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03477.html#NL3D_1_1CTessFacePListNodea7">unlinkInPList</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">if linked, unlink this node from his list.  <a href="#NL3D_1_1CTessFacePListNodea7"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea28">updateBind</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea29">updateBindAndSplit</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea30">updateBindEdge</a> (<a class="el" href="a03476.html">CTessFace</a> *&amp;edgeFace, bool &amp;splitWanted)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea31">updateErrorMetric</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea32">updateRefineMerge</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea33">updateRefineSplit</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacea34">~CTessFace</a> ()</td></tr>

<tr><td colspan=2><br><h2>Data Fields</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03480.html">CTessFarVertex</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaceo0">FVBase</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03480.html">CTessFarVertex</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaceo1">FVLeft</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03480.html">CTessFarVertex</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaceo2">FVRight</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02718.html">CTessNodeList</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02718.html#NL3D_1_1CVegetableSortBlocko0">Next</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02718.html">CTessNodeList</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02718.html#NL3D_1_1CVegetableSortBlocko1">Prec</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaceo5">ShadowMapTriId</a></td></tr>

<tr><td colspan="2"><div class="groupHeader">Error metric.</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez972_1">ErrorMetricDate</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez972_2">MaxDistToSplitPoint</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez972_3">Size</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03128.html">CVector</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a></td></tr>

<tr><td colspan="2"><div class="groupHeader">geometric tesselation.</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_0">Father</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03057.html">CPatch</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03040.html">CParamCoord</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03040.html">CParamCoord</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03040.html">CParamCoord</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_9">RecursMarkCanMerge</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_10">RecursMarkForceMerge</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03482.html">CTessVertex</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03482.html">CTessVertex</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03482.html">CTessVertex</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a></td></tr>

<tr><td colspan=2><br><h2>Static Public Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaces0">MultipleBindFace</a></td></tr>

<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced0">canMerge</a> (bool testEm)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced1">computeTesselatedPos</a> (const <a class="el" href="a03640.html">CUV</a> &amp;uv, <a class="el" href="a03128.html">CVector</a> &amp;ret)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced2">computeTileEMForUpdateRefine</a> (float distSplitPoint, float distMinFace, float nearLimit)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced3">computeTileErrorMetric</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced4">doMerge</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced5">heritTileMaterial</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced6">initTileUvDLM</a> (<a class="el" href="a03040.html">CParamCoord</a> pointCoord, <a class="el" href="a03640.html">CUV</a> &amp;uv)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced7">initTileUvLightmap</a> (<a class="el" href="a03040.html">CParamCoord</a> pointCoord, <a class="el" href="a03040.html">CParamCoord</a> middleCoord, <a class="el" href="a03640.html">CUV</a> &amp;uv)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced8">initTileUvRGBA</a> (<a class="el" href="a04558.html#a14">sint</a> pass, bool <a class="el" href="a04223.html#a663">alpha</a>, <a class="el" href="a03040.html">CParamCoord</a> pointCoord, <a class="el" href="a03040.html">CParamCoord</a> middleCoord, <a class="el" href="a03640.html">CUV</a> &amp;uv)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced9">splitRectangular</a> (bool propagateSplit)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaced10">updateNearFarVertices</a> ()</td></tr>

<tr><td colspan="2"><div class="groupHeader">UV mgt.</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_0">allocTileUv</a> (<a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a> <a class="el" href="a04223.html#a564">id</a>)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_1">buildTileFaces</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_2">checkCreateFillTileVB</a> (<a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a> <a class="el" href="a04223.html#a564">id</a>)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_3">checkFillTileVB</a> (<a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a> <a class="el" href="a04223.html#a564">id</a>)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_4">copyTileUv</a> (<a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a> <a class="el" href="a04223.html#a564">id</a>, <a class="el" href="a03476.html">CTessFace</a> *srcFace, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a> srcId)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_5">deleteTileFaces</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_6">deleteTileUv</a> (<a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a> <a class="el" href="a04223.html#a564">id</a>)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_7">emptyTileFaces</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacez974_8">heritTileUv</a> (<a class="el" href="a03476.html">CTessFace</a> *baseFace)</td></tr>

<tr><td colspan=2><br><h2>Static Private Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFaceh0">sameTile</a> (const <a class="el" href="a03476.html">CTessFace</a> *a, const <a class="el" href="a03476.html">CTessFace</a> *b)</td></tr>

<tr><td colspan=2><br><h2>Static Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03476.html">CTessFace</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03476.html#NL3D_1_1CTessFacev0">CantMergeFace</a></td></tr>

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<hr><h2>Member Enumeration Documentation</h2>
<a class="anchor" name="NL3D_1_1CTessFacez970_0" doxytag="NL3D::CTessFace::TTileUvId" ></a><p>
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          <td class="md" nowrap valign="top"> enum <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">NL3D::CTessFace::TTileUvId</a>
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<p>
<dl compact><dt><b>Enumeration values: </b></dt><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0" doxytag="IdUvBase" ></a>IdUvBase</em>&nbsp;</td><td>
</td></tr>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1" doxytag="IdUvLeft" ></a>IdUvLeft</em>&nbsp;</td><td>
</td></tr>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2" doxytag="IdUvRight" ></a>IdUvRight</em>&nbsp;</td><td>
</td></tr>
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</dl>

<p>
Definition at line <a class="el" href="a06498.html#l00264">264</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
<div class="fragment"><pre>00264 {<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>=0, <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>};
</pre></div>    </td>
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<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CTessFacea7" doxytag="NL3D::CTessFace::CTessFace" ></a><p>
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          <td class="md" nowrap valign="top"> NL3D::CTessFace::CTessFace </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Definition at line <a class="el" href="a06497.html#l00161">161</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06498.html#l00273">ErrorMetricDate</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05873.html#l00042">NL3D_PROFILE_LAND_ADD</a>, <a class="el" href="a05872.html#l00036">NL3D::ProfNTessFace</a>, <a class="el" href="a06498.html#l00249">RecursMarkCanMerge</a>, <a class="el" href="a06498.html#l00250">RecursMarkForceMerge</a>, <a class="el" href="a06498.html#l00286">ShadowMapTriId</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
<div class="fragment"><pre>00162 {
00163         <span class="comment">// Don't modify any of it!!</span>
00164         <span class="comment">// Patch, SonLeft and SonRight nullity are very usefull for MultiplePatch faces, and CantMergeFace.</span>
00165 
00166         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>= NULL;
00167         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>= NULL;
00168         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>= NULL;
00169         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_0">Father</a>=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>= NULL;
00170         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>=0;
00171         <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_1">ErrorMetricDate</a>= 0;
00172         <span class="comment">// Size, Center, paramcoord undetermined.</span>
00173 
00174         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>= NULL;
00175         <span class="comment">// Very important (for split reasons). Init Tilefaces to NULL.</span>
00176         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00177         {
00178                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]=NULL;
00179         }
00180 
00181         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_9">RecursMarkCanMerge</a>=<span class="keyword">false</span>;
00182         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_10">RecursMarkForceMerge</a>=<span class="keyword">false</span>;
00183 
00184 
00185         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNTessFace, 1);
00186 
00187         <a class="code" href="a03476.html#NL3D_1_1CTessFaceo5">ShadowMapTriId</a>= -1;
00188 }
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<a class="anchor" name="NL3D_1_1CTessFacea34" doxytag="NL3D::CTessFace::~CTessFace" ></a><p>
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          <td class="md" nowrap valign="top"> NL3D::CTessFace::~<a class="el" href="a03476.html">CTessFace</a> </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Definition at line <a class="el" href="a06497.html#l00192">192</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05873.html#l00042">NL3D_PROFILE_LAND_ADD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05872.html#l00036">NL3D::ProfNTessFace</a>, and <a class="el" href="a06498.html#l00286">ShadowMapTriId</a>.
<p>
<div class="fragment"><pre>00193 {
00194         <span class="comment">// Old Code. This is not sufficient to clear the CTessFace.</span>
00195         <span class="comment">// Vertices and Uvs must be correctly cleared too (but difficult because of sharing).</span>
00196         <span class="comment">/*</span>
00197 <span class="comment">        Patch-&gt;getLandscape()-&gt;deleteTessFace(SonLeft);</span>
00198 <span class="comment">        Patch-&gt;getLandscape()-&gt;deleteTessFace(SonRight);</span>
00199 <span class="comment"></span>
00200 <span class="comment">        // update neighbors.</span>
00201 <span class="comment">        if(FBase)       FBase-&gt;changeNeighbor(this, NULL);</span>
00202 <span class="comment">        if(FLeft)       FLeft-&gt;changeNeighbor(this, NULL);</span>
00203 <span class="comment">        if(FRight)      FRight-&gt;changeNeighbor(this, NULL);</span>
00204 <span class="comment"></span>
00205 <span class="comment">        FBase=FLeft=FRight= NULL;</span>
00206 <span class="comment">        */</span>
00207 
00208         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNTessFace, -1);
00209 
00210         <span class="comment">// Ensure correclty removed from landscape ShadowMap.</span>
00211         <a class="code" href="a04199.html#a6">nlassert</a>(ShadowMapTriId== -1);
00212 }
</pre></div>    </td>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CTessFacez974_0" doxytag="NL3D::CTessFace::allocTileUv" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::allocTileUv </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>id</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Definition at line <a class="el" href="a06497.html#l00372">372</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06155.html#l01086">NL3D::CPatch::appendNearVertexToRenderList()</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>, <a class="el" href="a05862.html#l03028">NL3D::CLandscape::newTessNearVertex()</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05867.html#l00050">NL3D_TILE_PASS_RGB0</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05622.html#l00416">nlstop</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00136">NL3D::CTessNearVertex::Src</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, <a class="el" href="a06498.html#l00177">NL3D::CTileFace::V</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, and <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>.
<p>
<div class="fragment"><pre>00373 {
00374         <span class="comment">// TileFaces must have been build.</span>
00375         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[NL3D_TILE_PASS_RGB0]);
00376 
00377         <span class="comment">// what src??</span>
00378         CTessVertex             *vertexSrc;
00379         <span class="keywordflow">switch</span>(<span class="keywordtype">id</span>)
00380         {
00381                 <span class="keywordflow">case</span> <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>: vertexSrc= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>; <span class="keywordflow">break</span>;
00382                 <span class="keywordflow">case</span> <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>: vertexSrc= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>; <span class="keywordflow">break</span>;
00383                 <span class="keywordflow">case</span> <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>: vertexSrc= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>; <span class="keywordflow">break</span>;
00384                 <span class="keywordflow">default</span>: <a class="code" href="a04199.html#a12">nlstop</a>;
00385         };
00386 
00387         <span class="comment">// Do it for all possible pass</span>
00388         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00389         {
00390                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i])
00391                 {
00392                         CTessNearVertex         *newNear= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessNearVertex();
00393                         newNear-&gt;Src= vertexSrc;
00394                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<span class="keywordtype">id</span>]= newNear;
00395                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendNearVertexToRenderList(TileMaterial, newNear);
00396 
00397                         <span class="comment">// May Allocate/Fill VB. Do it after allocTileUv, because UVs are not comuted yet.</span>
00398                 }
00399         }
00400 }
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<a class="anchor" name="NL3D_1_1CTessFacePListNodea0" doxytag="NL3D::CTessFace::appendPList" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFacePListNode::appendPList </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03477.html">CTessFacePListNode</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>root</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inherited]</code></td>
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<p>
append a list just after this node. root is the root of the list. It is not inserted in the result. After this, the list pointed by "root" is empty.
<p>
Definition at line <a class="el" href="a06493.html#l00088">88</a> of file <a class="el" href="a06493.html">tess_face_priority_list.cpp</a>.
<p>
References <a class="el" href="a06494.html#l00088">NL3D::CTessFacePListNode::_NextTessFaceInPList</a>, and <a class="el" href="a06494.html#l00087">NL3D::CTessFacePListNode::_PrecTessFaceInPList</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00605">NL3D::CLandscape::refine()</a>, <a class="el" href="a06493.html#l00314">NL3D::CTessFacePriorityList::shift()</a>, and <a class="el" href="a06493.html#l00477">NL3D::CTessFacePriorityList::CRollingTable::shiftEntries()</a>.
<p>
<div class="fragment"><pre>00089 {
00090         <span class="comment">// If list to append is not empty.</span>
00091         <span class="keywordflow">if</span>( root._NextTessFaceInPList != &amp;root )
00092         {
00093                 <span class="comment">// If we are empty.</span>
00094                 <span class="keywordflow">if</span>( _NextTessFaceInPList==<span class="keyword">this</span> )
00095                 {
00096                         <span class="comment">// link the appendList to the root.</span>
00097                         _PrecTessFaceInPList= root._PrecTessFaceInPList;
00098                         _NextTessFaceInPList= root._NextTessFaceInPList;
00099                         <span class="comment">// link the root to the appendList.</span>
00100                         _PrecTessFaceInPList-&gt;_NextTessFaceInPList= <span class="keyword">this</span>;
00101                         _NextTessFaceInPList-&gt;_PrecTessFaceInPList= <span class="keyword">this</span>;
00102                 }
00103                 <span class="comment">// else bind first-last in the interval prec-next.</span>
00104                 <span class="keywordflow">else</span>
00105                 {
00106                         <a class="code" href="a03477.html#NL3D_1_1CTessFacePListNodea2">CTessFacePListNode</a>              *first= root._NextTessFaceInPList;
00107                         <a class="code" href="a03477.html#NL3D_1_1CTessFacePListNodea2">CTessFacePListNode</a>              *last= root._PrecTessFaceInPList;
00108                         <a class="code" href="a03477.html#NL3D_1_1CTessFacePListNodea2">CTessFacePListNode</a>              *prec= <span class="keyword">this</span>;
00109                         <a class="code" href="a03477.html#NL3D_1_1CTessFacePListNodea2">CTessFacePListNode</a>              *next= _NextTessFaceInPList;
00110                         <span class="comment">// insert the appendList in our list.</span>
00111                         next-&gt;_PrecTessFaceInPList= last;
00112                         prec-&gt;_NextTessFaceInPList= first;
00113                         <span class="comment">// insert our list in the appendList.</span>
00114                         last-&gt;_NextTessFaceInPList= next;
00115                         first-&gt;_PrecTessFaceInPList= prec;
00116                 }
00117 
00118                 <span class="comment">// clear input list.</span>
00119                 root._PrecTessFaceInPList= &amp;root;
00120                 root._NextTessFaceInPList= &amp;root;
00121         }
00122 }
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<a class="anchor" name="NL3D_1_1CTessFacea1" doxytag="NL3D::CTessFace::appendTessellationLeaves" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::appendTessellationLeaves </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">std::vector&lt; const <a class="el" href="a03476.html">CTessFace</a> * &gt; &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>leaves</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l03194">3194</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, and <a class="el" href="a06498.html#l00243">SonRight</a>.
<p>
Referenced by <a class="el" href="a06155.html#l02176">NL3D::CPatch::appendTessellationLeaves()</a>.
<p>
<div class="fragment"><pre>03195 {
03196         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
03197                 leaves.push_back(<span class="keyword">this</span>);
03198         <span class="keywordflow">else</span>
03199         {
03200                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;appendTessellationLeaves(leaves);
03201                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;appendTessellationLeaves(leaves);
03202         }
03203 }
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<a class="anchor" name="NL3D_1_1CTessFacea2" doxytag="NL3D::CTessFace::averageTesselationVertices" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::averageTesselationVertices </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l02468">2468</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00156">CantMergeFace</a>, <a class="el" href="a06155.html#l01338">NL3D::CPatch::computeVertex()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00080">NL3D::CParamCoord::getS()</a>, <a class="el" href="a06498.html#l00081">NL3D::CParamCoord::getT()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00240">Patch</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, and <a class="el" href="a06498.html#l00241">VBase</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01505">NL3D::CPatch::averageTesselationVertices()</a>.
<p>
<div class="fragment"><pre>02469 {
02470         <span class="comment">// If we are not splitted, no-op.</span>
02471         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02472                 <span class="keywordflow">return</span>;
02473 
02474 
02475         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *neighbor;
02476         <span class="comment">// Normal square case.</span>
02477         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
02478         {
02479                 neighbor= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>;
02480         }
02481         <span class="comment">// Special Rectangular case.</span>
02482         <span class="keywordflow">else</span>
02483         {
02484                 <span class="comment">// NB: here, just need to compute average of myself with FLeft, because my neighbor FBase </span>
02485                 <span class="comment">// is on same patch (see splitRectangular()), and is average with its FLeft neighbor is done </span>
02486                 <span class="comment">// on an other branch of the recurs call.</span>
02487                 neighbor= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>;
02488         }
02489 
02490 
02491         <span class="comment">/* Try to average with neighbor.</span>
02492 <span class="comment">                - if no neighbor, no-op :).</span>
02493 <span class="comment">                - if neighbor is bind 1/N (CantMergeFace), no-op too, because the vertex is a BaseVertex, so don't modify.</span>
02494 <span class="comment">                - if my patch is same than my neighbor, then we are on a same patch :), and so no need to average.</span>
02495 <span class="comment">        */</span>
02496         <span class="keywordflow">if</span>(neighbor!=NULL &amp;&amp; neighbor!=&amp;<a class="code" href="a03476.html#NL3D_1_1CTessFacev0">CantMergeFace</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>!= neighbor-&gt;Patch)
02497         {
02498                 <a class="code" href="a04199.html#a6">nlassert</a>(neighbor-&gt;Patch);
02499                 <a class="code" href="a04199.html#a6">nlassert</a>(!neighbor-&gt;isLeaf());
02500                 <span class="comment">// must compute average beetween me and my neighbor.</span>
02501                 <span class="comment">// NB: this work with both rectangular and square triangles (see split*()).</span>
02502                 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase == neighbor-&gt;SonLeft-&gt;VBase);
02503 
02504                 CVector         v0= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;computeVertex(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase.getT());
02505                 CVector         v1= neighbor-&gt;Patch-&gt;computeVertex(neighbor-&gt;SonLeft-&gt;PVBase.getS(), neighbor-&gt;SonLeft-&gt;PVBase.getT());
02506 
02507                 <span class="comment">// And so set the average.</span>
02508                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;EndPos= (v0+v1)/2;
02509         }
02510 
02511 
02512         <span class="comment">// Do same thing for sons. NB: see above, we are not a leaf.</span>
02513         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;averageTesselationVertices();
02514         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;averageTesselationVertices();
02515 }
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<a class="anchor" name="NL3D_1_1CTessFacez974_1" doxytag="NL3D::CTessFace::buildTileFaces" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::buildTileFaces </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00511">511</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>, <a class="el" href="a05862.html#l03046">NL3D::CLandscape::newTileFace()</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00187">NL3D::CTileMaterial::Pass</a>, <a class="el" href="a06498.html#l00157">NL3D::CRdrTileId::PatchRdrPass</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, and <a class="el" href="a06498.html#l00177">NL3D::CTileFace::V</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, and <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>.
<p>
<div class="fragment"><pre>00512 {
00513         <a class="code" href="a04199.html#a6">nlassert</a>(TileMaterial);
00514 
00515         <span class="comment">// Do nothgin for lightmap pass, of course.</span>
00516         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00517         {
00518                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;Pass[i].PatchRdrPass)
00519                 {
00520                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTileFace();
00521                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>]= NULL;
00522                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>]= NULL;
00523                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>]= NULL;
00524                 }
00525         }
00526 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFaced0" doxytag="NL3D::CTessFace::canMerge" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::canMerge </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>testEm</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Definition at line <a class="el" href="a06497.html#l01549">1549</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00156">CantMergeFace</a>, <a class="el" href="a06498.html#l00276">ErrorMetric</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00249">RecursMarkCanMerge</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, and <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01762">merge()</a>, <a class="el" href="a06497.html#l01783">refineAll()</a>, and <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>.
<p>
<div class="fragment"><pre>01550 {
01551         <span class="keywordflow">if</span>(<span class="keyword">this</span>== &amp;<a class="code" href="a03476.html#NL3D_1_1CTessFacev0">CantMergeFace</a>)
01552                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
01553 
01554         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
01555 
01556         <span class="comment">// Test diamond config (sons must be leaves).</span>
01557         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;isLeaf())
01558                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
01559         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;isLeaf())
01560                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
01561         <span class="comment">// If Errormetric must be considered for this test.</span>
01562         <span class="keywordflow">if</span>(testEm)
01563         {
01564                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea31">updateErrorMetric</a>();
01565                 <span class="keywordtype">float</span>   ps2= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>;
01566                 ps2*= CLandscapeGlobals::OORefineThreshold;
01567                 <span class="keywordflow">if</span>(ps2&gt;=1.0f)
01568                         <span class="keywordflow">return</span> <span class="keyword">false</span>;
01569         }
01570 
01571         <span class="comment">// Then test neighbors.</span>
01572         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_9">RecursMarkCanMerge</a>= <span class="keyword">true</span>;
01573         <span class="keywordtype">bool</span>    ok= <span class="keyword">true</span>;
01574         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
01575         {
01576                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;RecursMarkCanMerge)
01577                 {
01578                         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;canMerge(testEm))
01579                                 ok= <span class="keyword">false</span>;
01580                 }
01581         }
01582         <span class="keywordflow">else</span>
01583         {
01584                 <span class="comment">// Rectangular case. May have a longer propagation...</span>
01585                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;RecursMarkCanMerge)
01586                 {
01587                         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;canMerge(testEm))
01588                                 ok= <span class="keyword">false</span>;
01589                 }
01590                 <span class="keywordflow">if</span>(ok &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a> &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;RecursMarkCanMerge)
01591                 {
01592                         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;canMerge(testEm))
01593                                 ok= <span class="keyword">false</span>;
01594                 }
01595         }
01596         <span class="comment">// Must not return false in preceding tests, because must set RecursMarkCanMerge to false.</span>
01597         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_9">RecursMarkCanMerge</a>= <span class="keyword">false</span>;
01598 
01599         <span class="keywordflow">return</span> ok;
01600 }
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<a class="anchor" name="NL3D_1_1CTessFacea3" doxytag="NL3D::CTessFace::changeNeighbor" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::changeNeighbor </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>from</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>to</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline]</code></td>
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<p>
Definition at line <a class="el" href="a06498.html#l00298">298</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
References <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, and <a class="el" href="a06756.html#l00873">from</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, and <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>.
<p>
<div class="fragment"><pre>00299         {
00300                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>==<a class="code" href="a05333.html#a132">from</a>) <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>=to;
00301                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>==<a class="code" href="a05333.html#a132">from</a>) <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>=to;
00302                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>==<a class="code" href="a05333.html#a132">from</a>) <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>=to;
00303         }
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<a class="anchor" name="NL3D_1_1CTessFacez974_2" doxytag="NL3D::CTessFace::checkCreateFillTileVB" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::checkCreateFillTileVB </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>id</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00403">403</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06161.html#l01543">NL3D::CPatch::checkCreateVertexVBNear()</a>, <a class="el" href="a06161.html#l01556">NL3D::CPatch::checkFillVertexVBNear()</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05867.html#l00050">NL3D_TILE_PASS_RGB0</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, and <a class="el" href="a06498.html#l00177">NL3D::CTileFace::V</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, and <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>.
<p>
<div class="fragment"><pre>00404 {
00405         <span class="comment">// TileFaces must have been build.</span>
00406         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[NL3D_TILE_PASS_RGB0]);
00407 
00408         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00409         {
00410                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i])
00411                 {
00412                         CTessNearVertex         *vertNear;
00413                         vertNear= <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<span class="keywordtype">id</span>];
00414 
00415                         <span class="comment">// May Allocate/Fill VB.</span>
00416                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkCreateVertexVBNear(vertNear);
00417                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBNear(vertNear);
00418                 }
00419         }
00420 }
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<a class="anchor" name="NL3D_1_1CTessFacez974_3" doxytag="NL3D::CTessFace::checkFillTileVB" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::checkFillTileVB </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>id</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Definition at line <a class="el" href="a06497.html#l00424">424</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06161.html#l01556">NL3D::CPatch::checkFillVertexVBNear()</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05867.html#l00050">NL3D_TILE_PASS_RGB0</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, and <a class="el" href="a06498.html#l00177">NL3D::CTileFace::V</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01283">split()</a>, and <a class="el" href="a06497.html#l00911">splitRectangular()</a>.
<p>
<div class="fragment"><pre>00425 {
00426         <span class="comment">// TileFaces must have been build.</span>
00427         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[NL3D_TILE_PASS_RGB0]);
00428 
00429         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00430         {
00431                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i])
00432                 {
00433                         CTessNearVertex         *vertNear;
00434                         vertNear= <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<span class="keywordtype">id</span>];
00435 
00436                         <span class="comment">// May Fill VB.</span>
00437                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBNear(vertNear);
00438                 }
00439         }
00440 }
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<a class="anchor" name="NL3D_1_1CTessFacea4" doxytag="NL3D::CTessFace::computeNearLimit" ></a><p>
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          <td class="md" nowrap valign="top"> float NL3D::CTessFace::computeNearLimit </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00216">216</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00234">computeTileErrorMetric()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.
<p>
<div class="fragment"><pre>00217 {
00218         <span class="comment">// General formula for Level, function of Size, treshold etc...:</span>
00219         <span class="comment">// WantedLevel= log2(BaseSize / sqrdist / RefineThreshold);</span>
00220         <span class="comment">// &lt;=&gt; WantedLevel= log2( CurSize*2^Level / sqrdist / RefineThreshold).</span>
00221         <span class="comment">// &lt;=&gt; WantedLevel= log2( ProjectedSize* 2^Level / RefineThreshold).</span>
00222         <span class="comment">// &lt;=&gt; 2^WantedLevel= ProjectedSize* 2^Level / RefineThreshold.</span>
00223         <span class="comment">// &lt;=&gt; ProjectedSize= (2^WantedLevel) * RefineThreshold / (2^Level);</span>
00224         <span class="comment">// &lt;=&gt; ProjectedSize= (1&lt;&lt;WantedLevel) * RefineThreshold / (1&lt;&lt;Level);</span>
00225         <span class="comment">// UnOptimised formula: limit= (1&lt;&lt;Patch-&gt;TileLimitLevel) / (1&lt;&lt;Level);</span>
00226         <a class="code" href="a04199.html#a6">nlassert</a>(Level&lt;=20);
00227         <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a>       BigValue= 1&lt;&lt;20;
00228         <span class="keyword">static</span> <span class="keyword">const</span> <span class="keywordtype">float</span>      OOBigValue= 1.0f / BigValue;
00229         <span class="keywordflow">return</span> (1&lt;&lt;<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel) * (OOBigValue*(BigValue&gt;&gt;<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>));
00230 }
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<a class="anchor" name="NL3D_1_1CTessFacea5" doxytag="NL3D::CTessFace::computeSplitPoint" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::computeSplitPoint </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
compute the SplitPoint. VBase / VLeft and VRight must be valid. Also compute MaxDistToSplitPoint.
<p>
Definition at line <a class="el" href="a06497.html#l00345">345</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a06498.html#l00277">MaxDistToSplitPoint</a>, <a class="el" href="a06498.html#l00275">SplitPoint</a>, <a class="el" href="a06682.html#l00111">NLMISC::CVector::sqrnorm()</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, and <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>.
<p>
<div class="fragment"><pre>00346 {
00347         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
00348         {
00349                 <span class="comment">// If it is a rectangular triangle, it will be splitted on the middle of VBase/VLeft.</span>
00350                 <span class="comment">// see splitRectangular() conventions.</span>
00351                 <span class="comment">// So for good geomorph compute per vertex, we must have this SplitPoint on this middle.</span>
00352                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a>= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;EndPos + <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;EndPos)/2;
00353         }
00354         <span class="keywordflow">else</span>
00355         {
00356                 <span class="comment">// If it is a square triangle, it will be splitted on middle of VLeft/VRight. </span>
00357                 <span class="comment">// So for good geomorph compute per vertex, we must have this SplitPoint on this middle.</span>
00358                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a>= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;EndPos + <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;EndPos)/2;
00359         }
00360 
00361         <span class="comment">// compute MaxDistToSplitPoint</span>
00362         <span class="keywordtype">float</span>   d0= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;EndPos - <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a>).sqrnorm();
00363         <span class="keywordtype">float</span>   d1= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;EndPos - <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a>).sqrnorm();
00364         <span class="keywordtype">float</span>   d2= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;EndPos - <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a>).sqrnorm();
00365         <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_2">MaxDistToSplitPoint</a>= max(d0, d1);
00366         <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_2">MaxDistToSplitPoint</a>= max(MaxDistToSplitPoint, d2);
00367         <span class="comment">// Get the distance.</span>
00368         <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_2">MaxDistToSplitPoint</a>= sqrtf(MaxDistToSplitPoint);
00369 }
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<a class="anchor" name="NL3D_1_1CTessFaced1" doxytag="NL3D::CTessFace::computeTesselatedPos" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::computeTesselatedPos </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03640.html">CUV</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>uv</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>ret</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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<p>
Definition at line <a class="el" href="a06497.html#l03156">3156</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00113">NL3D::CTessVertex::computeGeomPos()</a>, <a class="el" href="a06584.html#l00067">NLMISC::CTriangle::computeGradient()</a>, <a class="el" href="a06498.html#l00080">NL3D::CParamCoord::getS()</a>, <a class="el" href="a06498.html#l00081">NL3D::CParamCoord::getT()</a>, <a class="el" href="a06498.html#l00101">NL3D::CTessVertex::Pos</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00245">PVLeft</a>, <a class="el" href="a06498.html#l00245">PVRight</a>, <a class="el" href="a06682.html#l00136">NLMISC::CVector::set()</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::U</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::V</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V0</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V1</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V2</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, <a class="el" href="a06498.html#l00241">VRight</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
<p>
Referenced by <a class="el" href="a06497.html#l03101">getTesselatedPos()</a>.
<p>
<div class="fragment"><pre>03157 {
03158         CVector         uvPos(uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>, uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>, 0);
03159 
03160         <span class="comment">// compute the UV triangle of this face.</span>
03161         <a class="code" href="a03616.html">CTriangle</a>       uvTri;
03162         uvTri.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>.set( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>.getT(), 0);
03163         uvTri.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo4">V1</a>.set( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a>.getT(), 0);
03164         uvTri.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo5">V2</a>.set( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a>.getT(), 0);
03165 
03166         <span class="comment">// must interpolate the position with given UV, so compute XYZ gradients.</span>
03167         CVector         Gx;
03168         CVector         Gy;
03169         CVector         Gz;
03170         <span class="comment">// If VertexProgram activated</span>
03171         <span class="keywordflow">if</span>( CLandscapeGlobals::VertexProgramEnabled )
03172         {
03173                 <span class="comment">// then Must update geomorphed position because not done !!</span>
03174                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;computeGeomPos();
03175                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;computeGeomPos();
03176                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;computeGeomPos();
03177         }
03178         <span class="comment">// NB: take geomorphed position.</span>
03179         uvTri.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;Pos.x, <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;Pos.x, <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;Pos.x, Gx);
03180         uvTri.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;Pos.y, <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;Pos.y, <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;Pos.y, Gy);
03181         uvTri.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa0">computeGradient</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;Pos.z, <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;Pos.z, <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;Pos.z, Gz);
03182 
03183         <span class="comment">// Compute interpolated position.</span>
03184         ret= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;Pos;
03185         uvPos-= uvTri.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVo3">V0</a>;
03186         ret.x+= Gx*uvPos;
03187         ret.y+= Gy*uvPos;
03188         ret.z+= Gz*uvPos;
03189 
03190 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFaced2" doxytag="NL3D::CTessFace::computeTileEMForUpdateRefine" ></a><p>
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          <td class="md" nowrap valign="top"> float NL3D::CTessFace::computeTileEMForUpdateRefine </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">float&nbsp;</td>
          <td class="mdname" nowrap> <em>distSplitPoint</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap> <em>distMinFace</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap> <em>nearLimit</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline, private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00312">312</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05587.html#l00107">NLMISC::sqr()</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.
<p>
<div class="fragment"><pre>00313 {
00314         <span class="keywordtype">float</span>   ema;
00315         <span class="comment">// Normal ErrorMetric simulation.</span>
00316         ema= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_3">Size</a> / <a class="code" href="a05378.html#a373">sqr</a>(distSplitPoint);
00317 
00318         <span class="comment">// TileErrorMetric simulation.</span>
00319         <span class="keywordflow">if</span>(distMinFace &lt; CLandscapeGlobals::TileDistFar)
00320         {
00321                 <span class="comment">// If we are not so subdivided.</span>
00322                 <span class="keywordflow">if</span>( ema&lt;nearLimit )
00323                 {
00324                         <span class="keywordflow">if</span>( distMinFace&lt; CLandscapeGlobals::TileDistNear)
00325                         {
00326                                 ema= nearLimit;
00327                         }
00328                         <span class="keywordflow">else</span>
00329                         {
00330                                 <span class="comment">// Smooth transition to the nearLimit of tesselation.</span>
00331                                 <span class="keywordtype">float</span>   f= ( CLandscapeGlobals::TileDistFarSqr - <a class="code" href="a05378.html#a373">sqr</a>(distMinFace) ) * CLandscapeGlobals::OOTileDistDeltaSqr;
00332                                 <span class="comment">// sqr gives better result, by smoothing more the start of transition.</span>
00333                                 f= <a class="code" href="a05378.html#a373">sqr</a>(f);
00334                                 f= <a class="code" href="a05378.html#a373">sqr</a>(f);
00335                                 ema= ema + (nearLimit-ema)*f;
00336                         }
00337                 }
00338         }
00339 
00340         <span class="keywordflow">return</span> ema * CLandscapeGlobals::OORefineThreshold;
00341 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFaced3" doxytag="NL3D::CTessFace::computeTileErrorMetric" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::computeTileErrorMetric </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00234">234</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00216">computeNearLimit()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06498.html#l00276">ErrorMetric</a>, <a class="el" href="a05587.html#l00107">NLMISC::sqr()</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>.
<p>
<div class="fragment"><pre>00235 {
00236         <span class="comment">// We must take a more correct errometric here: We must have sons face which have</span>
00237         <span class="comment">// lower projectedsize than father. This is not the case if Center of face is taken (but when not in</span>
00238         <span class="comment">// tile mode this is nearly the case). So take the min dist from 3 points.</span>
00239         <span class="keywordtype">float</span>   s0= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
00240         <span class="keywordtype">float</span>   s1= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
00241         <span class="keywordtype">float</span>   s2= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
00242         <span class="keywordtype">float</span>   sqrdist= <a class="code" href="a05378.html#a375">minof</a>(s0, s1, s2);
00243         <span class="comment">// It is also VERY important to take the min of 3, to ensure the split in TileMode when Far1 vertex begin</span>
00244         <span class="comment">// to blend (see Patch::renderFar1() render).</span>
00245 
00246         <span class="comment">// NB: VertexProgram geomorph take sqrdist= (SplitPoint - RefineCenter).sqrnorm();</span>
00247         <span class="comment">// It's OK because geomorph will start "far" after the split.</span>
00248 
00249         <span class="keywordflow">if</span>(sqrdist&lt; CLandscapeGlobals::TileDistFarSqr)
00250         {
00251                 <span class="keywordtype">float</span>   nearLimit;
00252                 nearLimit= CLandscapeGlobals::RefineThreshold * <a class="code" href="a03476.html#NL3D_1_1CTessFacea4">computeNearLimit</a>();
00253                 <span class="comment">// If we are not so subdivided.</span>
00254                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>&lt;nearLimit)
00255                 {
00256                         <span class="keywordflow">if</span>(sqrdist&lt; CLandscapeGlobals::TileDistNearSqr)
00257                         {
00258                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>=nearLimit;
00259                         }
00260                         <span class="keywordflow">else</span>
00261                         {
00262                                 <span class="comment">// Smooth transition to the nearLimit of tesselation.</span>
00263                                 <span class="keywordtype">float</span>   f= ( CLandscapeGlobals::TileDistFarSqr - sqrdist ) * CLandscapeGlobals::OOTileDistDeltaSqr;
00264                                 <span class="comment">// sqr gives better result, by smoothing more the start of transition.</span>
00265                                 f= <a class="code" href="a05378.html#a373">sqr</a>(f);
00266                                 f= <a class="code" href="a05378.html#a373">sqr</a>(f);
00267                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a> + (nearLimit-<a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>)*f;
00268 
00269                                 <span class="comment">// If threshold is big like 0.5, transition is still hard, and pops occurs. But The goal is </span>
00270                                 <span class="comment">// 0.005 and less, so don't bother. </span>
00271                         }
00272                 }
00273         }
00274 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea6" doxytag="NL3D::CTessFace::computeTileMaterial" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::computeTileMaterial </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00675">675</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00372">allocTileUv()</a>, <a class="el" href="a06497.html#l00511">buildTileFaces()</a>, <a class="el" href="a06497.html#l00403">checkCreateFillTileVB()</a>, <a class="el" href="a06497.html#l00466">copyTileUv()</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>, <a class="el" href="a06497.html#l00655">initTileUvDLM()</a>, <a class="el" href="a06497.html#l00636">initTileUvLightmap()</a>, <a class="el" href="a06497.html#l00565">initTileUvRGBA()</a>, <a class="el" href="a06498.html#l00247">Level</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05867.html#l00046">NL3D_MAX_TILE_PASS</a>, <a class="el" href="a05867.html#l00053">NL3D_TILE_PASS_ADD</a>, <a class="el" href="a05867.html#l00054">NL3D_TILE_PASS_LIGHTMAP</a>, <a class="el" href="a05867.html#l00050">NL3D_TILE_PASS_RGB0</a>, <a class="el" href="a05867.html#l00051">NL3D_TILE_PASS_RGB1</a>, <a class="el" href="a05867.html#l00052">NL3D_TILE_PASS_RGB2</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderS</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderT</a>, <a class="el" href="a06498.html#l00187">NL3D::CTileMaterial::Pass</a>, <a class="el" href="a06498.html#l00240">Patch</a>, <a class="el" href="a06498.html#l00157">NL3D::CRdrTileId::PatchRdrPass</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00245">PVLeft</a>, <a class="el" href="a06498.html#l00245">PVRight</a>, <a class="el" href="a06498.html#l00068">NL3D::CParamCoord::S</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00068">NL3D::CParamCoord::T</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, <a class="el" href="a06498.html#l00257">TileId</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, <a class="el" href="a06498.html#l00158">NL3D::CRdrTileId::TileMaterial</a>, <a class="el" href="a06498.html#l00259">TileMaterial</a>, <a class="el" href="a06498.html#l00185">NL3D::CTileMaterial::TileS</a>, and <a class="el" href="a06498.html#l00185">NL3D::CTileMaterial::TileT</a>.
<p>
Referenced by <a class="el" href="a06497.html#l03017">recreateTileUvs()</a>, and <a class="el" href="a06497.html#l01283">split()</a>.
<p>
<div class="fragment"><pre>00676 {
00677         <span class="comment">// 0. Compute TileId.</span>
00678         <span class="comment">//-------------------</span>
00679         <span class="comment">// Square Order Patch assumption: assume that when a CTessFace become a tile, his base can ONLY be diagonal...</span>
00680         <span class="comment">/* a Patch:</span>
00681 <span class="comment">                A ________</span>
00682 <span class="comment">                |\      /|</span>
00683 <span class="comment">                | \    / |</span>
00684 <span class="comment">           C|__\B_/  |</span>
00685 <span class="comment">                |  /  \  |</span>
00686 <span class="comment">                | /    \ |</span>
00687 <span class="comment">                |/______\|</span>
00688 <span class="comment"></span>
00689 <span class="comment">                Here, if OrderS*OrderT=2*2, ABC is a new CTessFace of a Tile, and AB is the diagonal of the tile.</span>
00690 <span class="comment">                Hence the middle of the tile is the middle of AB.</span>
00691 <span class="comment"></span>
00692 <span class="comment">                C must be created, but A and B may be created or copied from neighbor.</span>
00693 <span class="comment">        */</span>
00694         CParamCoord     middle(PVLeft,PVRight);
00695         <a class="code" href="a04558.html#a14">sint</a> ts= ((<a class="code" href="a04558.html#a14">sint</a>)middle.S * (<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;OrderS) / 0x8000;
00696         <a class="code" href="a04558.html#a14">sint</a> tt= ((<a class="code" href="a04558.html#a14">sint</a>)middle.T * (<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;OrderT) / 0x8000;
00697         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_2">TileId</a>= tt*<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;OrderS + ts;
00698 
00699 
00700         <span class="comment">// 1. Compute Tile Material.</span>
00701         <span class="comment">//--------------------------</span>
00702         <span class="comment">// if base neighbor is already at TileLimitLevel just ptr-copy, else create the TileMaterial...</span>
00703         <a class="code" href="a04199.html#a6">nlassert</a>(!FBase || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch!=Patch || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Level&lt;=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel);
00704         <span class="keywordtype">bool</span>    copyFromBase;
00705         copyFromBase= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch==<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>);
00706         copyFromBase= copyFromBase &amp;&amp; (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Level==<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;TileMaterial!=NULL);
00707         <span class="comment">// NB: because of delete/recreateTileUvs(), FBase-&gt;TileMaterial may be NULL, even if face is at good TileLimitLevel.</span>
00708         <span class="keywordflow">if</span>(copyFromBase)
00709         {
00710                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;TileMaterial;
00711                 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;TileId== TileId);
00712         }
00713         <span class="keywordflow">else</span>
00714         {
00715                 <a class="code" href="a04558.html#a14">sint</a>    i;
00716                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTileMaterial();
00717                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;TileS= ts;
00718                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;TileT= tt;
00719 
00720                 <span class="comment">// Add this new material to the render list.</span>
00721                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendTileMaterialToRenderList(TileMaterial);
00722 
00723                 <span class="comment">// First, get a lightmap for this tile. NB: important to do this after appendTileMaterialToRenderList(), </span>
00724                 <span class="comment">// because use TessBlocks.</span>
00725                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getTileLightMap(ts, tt, <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;Pass[NL3D_TILE_PASS_LIGHTMAP].PatchRdrPass);
00726 
00727                 <span class="comment">// Fill pass of multi pass material.</span>
00728                 <span class="keywordflow">for</span>(i=0;i&lt;<a class="code" href="a04444.html#a0">NL3D_MAX_TILE_PASS</a>;i++)
00729                 {
00730                         <span class="comment">// Get the correct render pass, according to the tile number, and the pass.</span>
00731                         <span class="keywordflow">if</span>(i!=<a class="code" href="a04444.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>)
00732                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;Pass[i].PatchRdrPass= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getTileRenderPass(TileId, i);
00733                 }
00734 
00735                 <span class="comment">// Fill Pass Info.</span>
00736                 <span class="keywordflow">for</span>(i=0;i&lt;<a class="code" href="a04444.html#a0">NL3D_MAX_TILE_PASS</a>;i++)
00737                 {
00738                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;Pass[i].TileMaterial= <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>;
00739                 }
00740 
00741                 <span class="comment">// Do not append this tile to each RenderPass, done in preRender().</span>
00742         }
00743 
00744 
00745         <span class="comment">// 2. Compute Uvs.</span>
00746         <span class="comment">//----------------</span>
00747         <span class="comment">// NB: TileMaterial is already setup. Usefull for initTileUvLightmap() and initTileUvRGBA().</span>
00748 
00749         <span class="comment">// First, must create The TileFaces, according to the TileMaterial passes.</span>
00750         <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_1">buildTileFaces</a>();
00751 
00752         <span class="comment">// Must allocate the Base, and insert into list.</span>
00753         <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_0">allocTileUv</a>(IdUvBase);
00754 
00755 
00756         <span class="comment">// Init LightMap UV, in RGB0 pass, UV1..</span>
00757         <a class="code" href="a03476.html#NL3D_1_1CTessFaced7">initTileUvLightmap</a>(PVBase, middle, TileFaces[NL3D_TILE_PASS_RGB0]-&gt;V[IdUvBase]-&gt;PUv1);
00758         <span class="comment">// Init DLM Uv, in RGB0 pass, UV2.</span>
00759         <a class="code" href="a03476.html#NL3D_1_1CTessFaced6">initTileUvDLM</a>(PVBase, TileFaces[NL3D_TILE_PASS_RGB0]-&gt;V[IdUvBase]-&gt;PUv2);
00760 
00761         <span class="comment">// Init UV RGBA, for all pass (but lightmap).</span>
00762         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00763         {
00764                 <a class="code" href="a04199.html#a6">nlassert</a>(i!=NL3D_TILE_PASS_LIGHTMAP);
00765                 <span class="comment">// If pass is valid</span>
00766                 <span class="keywordflow">if</span>( <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;Pass[i].PatchRdrPass)
00767                 {
00768                         <span class="comment">// Face must exist.</span>
00769                         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[i]);
00770                         <span class="comment">// Compute RGB UV in UV0.</span>
00771                         <a class="code" href="a03476.html#NL3D_1_1CTessFaced8">initTileUvRGBA</a>(i, <span class="keyword">false</span>, PVBase, middle, TileFaces[i]-&gt;V[IdUvBase]-&gt;PUv0);
00772                         <span class="comment">// If transition tile, compute alpha UV in UV1. </span>
00773                         <span class="comment">// Do it also for Additive, because may have Transition</span>
00774                         <span class="keywordflow">if</span>(i== <a class="code" href="a04444.html#a3">NL3D_TILE_PASS_RGB1</a> || i==<a class="code" href="a04444.html#a4">NL3D_TILE_PASS_RGB2</a> || i==<a class="code" href="a04444.html#a5">NL3D_TILE_PASS_ADD</a>)
00775                                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced8">initTileUvRGBA</a>(i, <span class="keyword">true</span>, PVBase, middle, TileFaces[i]-&gt;V[IdUvBase]-&gt;PUv1);
00776                 }
00777         }
00778 
00779         <span class="comment">// UVs are computed, may create and fill VB.</span>
00780         <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_2">checkCreateFillTileVB</a>(IdUvBase);
00781 
00782 
00783         <span class="comment">// if base neighbor is already at TileLimitLevel just ptr-copy, else create the left/right TileUvs...</span>
00784         <span class="keywordflow">if</span>(copyFromBase)
00785         {
00786                 <span class="comment">// Just cross-copy the pointers.</span>
00787                 <span class="comment">// Make Left near vertices be the Right vertices of FBase</span>
00788                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_4">copyTileUv</a>(IdUvLeft, FBase, IdUvRight);
00789                 <span class="comment">// Make Right near vertices be the Left vertices of FBase</span>
00790                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_4">copyTileUv</a>(IdUvRight, FBase, IdUvLeft);
00791         }
00792         <span class="keywordflow">else</span>
00793         {
00794                 <span class="comment">// Must allocate the left/right uv (and insert into list).</span>
00795                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_0">allocTileUv</a>(IdUvLeft);
00796                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_0">allocTileUv</a>(IdUvRight);
00797 
00798 
00799                 <span class="comment">// Init LightMap UV, in UvPass 0, UV1..</span>
00800                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced7">initTileUvLightmap</a>(PVLeft, middle, TileFaces[NL3D_TILE_PASS_RGB0]-&gt;V[IdUvLeft]-&gt;PUv1);
00801                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced7">initTileUvLightmap</a>(PVRight, middle, TileFaces[NL3D_TILE_PASS_RGB0]-&gt;V[IdUvRight]-&gt;PUv1);
00802                 <span class="comment">// Init DLM Uv, in RGB0 pass, UV2.</span>
00803                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced6">initTileUvDLM</a>(PVLeft, TileFaces[NL3D_TILE_PASS_RGB0]-&gt;V[IdUvLeft]-&gt;PUv2);
00804                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced6">initTileUvDLM</a>(PVRight, TileFaces[NL3D_TILE_PASS_RGB0]-&gt;V[IdUvRight]-&gt;PUv2);
00805 
00806                 <span class="comment">// Init UV RGBA!</span>
00807                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00808                 {
00809                         <a class="code" href="a04199.html#a6">nlassert</a>(i!=NL3D_TILE_PASS_LIGHTMAP);
00810                         <span class="comment">// If pass is valid</span>
00811                         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;Pass[i].PatchRdrPass)
00812                         {
00813                                 <span class="comment">// Face must exist.</span>
00814                                 <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[i]);
00815                                 <span class="comment">// Compute RGB UV in UV0.</span>
00816                                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced8">initTileUvRGBA</a>(i, <span class="keyword">false</span>, PVLeft, middle, TileFaces[i]-&gt;V[IdUvLeft]-&gt;PUv0);
00817                                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced8">initTileUvRGBA</a>(i, <span class="keyword">false</span>, PVRight, middle, TileFaces[i]-&gt;V[IdUvRight]-&gt;PUv0);
00818                                 <span class="comment">// If transition tile, compute alpha UV in UV1.</span>
00819                                 <span class="comment">// Do it also for Additive, because may have Transition</span>
00820                                 <span class="keywordflow">if</span>(i== <a class="code" href="a04444.html#a3">NL3D_TILE_PASS_RGB1</a> || i==<a class="code" href="a04444.html#a4">NL3D_TILE_PASS_RGB2</a> || i==<a class="code" href="a04444.html#a5">NL3D_TILE_PASS_ADD</a>)
00821                                 {
00822                                         <a class="code" href="a03476.html#NL3D_1_1CTessFaced8">initTileUvRGBA</a>(i, <span class="keyword">true</span>, PVLeft, middle, TileFaces[i]-&gt;V[IdUvLeft]-&gt;PUv1);
00823                                         <a class="code" href="a03476.html#NL3D_1_1CTessFaced8">initTileUvRGBA</a>(i, <span class="keyword">true</span>, PVRight, middle, TileFaces[i]-&gt;V[IdUvRight]-&gt;PUv1);
00824                                 }
00825                         }
00826                 }
00827 
00828                 <span class="comment">// UVs are computed, may create and fill VB.</span>
00829                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_2">checkCreateFillTileVB</a>(IdUvLeft);
00830                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_2">checkCreateFillTileVB</a>(IdUvRight);
00831         }
00832 
00833 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez974_4" doxytag="NL3D::CTessFace::copyTileUv" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::copyTileUv </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>id</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>srcFace</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>srcId</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00466">466</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05867.html#l00050">NL3D_TILE_PASS_RGB0</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, and <a class="el" href="a06498.html#l00177">NL3D::CTileFace::V</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, and <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>.
<p>
<div class="fragment"><pre>00467 {
00468         <span class="comment">// TileFaces must have been build.</span>
00469         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[NL3D_TILE_PASS_RGB0]);
00470 
00471         <span class="comment">// Since this a ptr-copy, no need to add/remove the renderlist of near vertices.</span>
00472 
00473         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00474         {
00475                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i])
00476                 {
00477                         <span class="comment">// The srcface should have the same tileFaces enabled.</span>
00478                         <a class="code" href="a04199.html#a6">nlassert</a>(srcFace-&gt;TileFaces[i]);
00479 
00480                         <span class="comment">// copy from src.</span>
00481                         CTessNearVertex         *copyNear;
00482                         copyNear= srcFace-&gt;TileFaces[i]-&gt;V[srcId];
00483 
00484                         <span class="comment">// copy to dst.</span>
00485                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[dstId]=  copyNear;
00486                 }
00487         }
00488 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez974_5" doxytag="NL3D::CTessFace::deleteTileFaces" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::deleteTileFaces </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00528">528</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05862.html#l03085">NL3D::CLandscape::deleteTileFace()</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00187">NL3D::CTileMaterial::Pass</a>, <a class="el" href="a06498.html#l00157">NL3D::CRdrTileId::PatchRdrPass</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06498.html#l00261">TileFaces</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, and <a class="el" href="a06497.html#l00835">releaseTileMaterial()</a>.
<p>
<div class="fragment"><pre>00529 {
00530         <a class="code" href="a04199.html#a6">nlassert</a>(TileMaterial);
00531 
00532         <span class="comment">// Do nothgin for lightmap pass, of course.</span>
00533         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00534         {
00535                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;Pass[i].PatchRdrPass)
00536                 {
00537                         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[i]);
00538                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTileFace(TileFaces[i]);
00539                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]= NULL;
00540                 }
00541                 <span class="keywordflow">else</span>
00542                 {
00543                         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[i]==NULL);
00544                 }
00545         }
00546 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez974_6" doxytag="NL3D::CTessFace::deleteTileUv" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::deleteTileUv </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0">TTileUvId</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>id</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00444">444</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06161.html#l01589">NL3D::CPatch::checkDeleteVertexVBNear()</a>, <a class="el" href="a05862.html#l03067">NL3D::CLandscape::deleteTessNearVertex()</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05867.html#l00050">NL3D_TILE_PASS_RGB0</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06155.html#l01099">NL3D::CPatch::removeNearVertexFromRenderList()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, and <a class="el" href="a06498.html#l00177">NL3D::CTileFace::V</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, and <a class="el" href="a06497.html#l00835">releaseTileMaterial()</a>.
<p>
<div class="fragment"><pre>00445 {
00446         <span class="comment">// TileFaces must still exist.</span>
00447         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[NL3D_TILE_PASS_RGB0]);
00448 
00449         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00450         {
00451                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i])
00452                 {
00453                         CTessNearVertex         *oldNear;
00454                         oldNear= <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<span class="keywordtype">id</span>];
00455                         TileFaces[i]-&gt;V[<span class="keywordtype">id</span>]=NULL;
00456 
00457                         <span class="comment">// May delete this vertex from VB.</span>
00458                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkDeleteVertexVBNear(oldNear);
00459 
00460                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeNearVertexFromRenderList(TileMaterial, oldNear);
00461                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessNearVertex(oldNear);
00462                 }
00463         }
00464 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea8" doxytag="NL3D::CTessFace::deleteTileUvs" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::deleteTileUvs </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Definition at line <a class="el" href="a06497.html#l02969">2969</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00528">deleteTileFaces()</a>, <a class="el" href="a06497.html#l00444">deleteTileUv()</a>, <a class="el" href="a06497.html#l00549">emptyTileFaces()</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06498.html#l00247">Level</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06497.html#l00835">releaseTileMaterial()</a>, <a class="el" href="a06155.html#l00913">NL3D::CPatch::removeFaceFromTileRenderList()</a>, <a class="el" href="a06498.html#l00368">sameTile()</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, and <a class="el" href="a06498.html#l00259">TileMaterial</a>.
<p>
Referenced by <a class="el" href="a06155.html#l02142">NL3D::CPatch::deleteTileUvs()</a>.
<p>
<div class="fragment"><pre>02970 {
02971         <span class="comment">// NB: NearVertices are removed from renderlist with deleteTileUv (called in releaseTileMaterial()).</span>
02972 
02973         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02974         {
02975                 <span class="comment">// Must delete the materials of leaves first.</span>
02976                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;deleteTileUvs();
02977                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;deleteTileUvs();
02978                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level== <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
02979                 {
02980                         <span class="comment">// Square patch assumption: the sons are not of the same TileId/Patch.</span>
02981                         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a03476.html#NL3D_1_1CTessFaceh0">sameTile</a>(SonLeft, SonRight));
02982                         <span class="comment">// release tiles.</span>
02983                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;releaseTileMaterial();
02984                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;releaseTileMaterial();
02985                 }
02986                 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level &gt; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
02987                 {
02988                         <a class="code" href="a04199.html#a6">nlassert</a>(!FBase || !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf());
02989 
02990                         <span class="comment">// Delete Uv, only if not already done by the neighbor (ie neighbor has yet TileFaces!!).</span>
02991                         <span class="comment">// But Always delete if neighbor exist and has not same tile as me.</span>
02992                         <span class="comment">// NB: this work with rectangular neigbor patch, since sameTile() will return false if different patch.</span>
02993                         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> || !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;emptyTileFaces() || !<a class="code" href="a03476.html#NL3D_1_1CTessFaceh0">sameTile</a>(<span class="keyword">this</span>, FBase))
02994                         {
02995                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;deleteTileUv(IdUvBase);
02996                         }
02997                         <span class="comment">// In all case, must delete the tilefaces of those face.</span>
02998                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;deleteTileFaces();
02999                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;deleteTileFaces();
03000                         <span class="comment">// For createTileUvs, it is important to mark those faces as NO TileMaterial.</span>
03001                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;TileMaterial= NULL;
03002                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;TileMaterial= NULL;
03003                 }
03004         }
03005         <span class="keywordflow">else</span>
03006         {
03007                 <span class="comment">// NB: this is done always BELOW tile creation (see above).</span>
03008                 <span class="comment">// Do this only for tiles.</span>
03009                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>)
03010                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFaceFromTileRenderList(<span class="keyword">this</span>);
03011         }
03012 
03013 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFaced4" doxytag="NL3D::CTessFace::doMerge" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::doMerge </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l01604">1604</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05863.html#l00896">NL3D::CLandscape::_MergePriorityList</a>, <a class="el" href="a05863.html#l00894">NL3D::CLandscape::_SplitPriorityList</a>, <a class="el" href="a06155.html#l00800">NL3D::CPatch::appendFaceToRenderList()</a>, <a class="el" href="a06498.html#l00298">changeNeighbor()</a>, <a class="el" href="a06161.html#l01571">NL3D::CPatch::checkDeleteVertexVBFar()</a>, <a class="el" href="a05862.html#l03052">NL3D::CLandscape::deleteTessFace()</a>, <a class="el" href="a05862.html#l03073">NL3D::CLandscape::deleteTessFarVertex()</a>, <a class="el" href="a05862.html#l03061">NL3D::CLandscape::deleteTessVertex()</a>, <a class="el" href="a06497.html#l00528">deleteTileFaces()</a>, <a class="el" href="a06497.html#l00444">deleteTileUv()</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a06498.html#l00282">FVBase</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a06493.html#l00273">NL3D::CTessFacePriorityList::insert()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a06498.html#l00247">Level</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00240">Patch</a>, <a class="el" href="a06497.html#l00835">releaseTileMaterial()</a>, <a class="el" href="a06155.html#l00848">NL3D::CPatch::removeFaceFromRenderList()</a>, <a class="el" href="a06155.html#l01062">NL3D::CPatch::removeFarVertexFromRenderList()</a>, <a class="el" href="a06498.html#l00368">sameTile()</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, and <a class="el" href="a06498.html#l00241">VBase</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01762">merge()</a>.
<p>
<div class="fragment"><pre>01605 {
01606         <span class="comment">// Assume that canMerge() return true.</span>
01607         <span class="comment">// And Assume that !isLeaf().</span>
01608         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
01609 
01610         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
01611         {
01612                 <span class="comment">// 1. Let's merge vertex.</span>
01613                 <span class="comment">//-----------------------</span>
01614                 <span class="comment">// Delete vertex, only if not already done by the neighbor (ie neighbor not already merged to a leaf).</span>
01615                 <span class="comment">// NB: this work even if neigbor is rectnagular.</span>
01616                 <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> || !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf())
01617                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessVertex(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase);
01618 
01619                 <span class="comment">// Delete Far Vertex. Idem, but test too if != patch...</span>
01620                 <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> || !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf() || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>)
01621                 {
01622                         <span class="comment">// May delete this vertex from VB.</span>
01623                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkDeleteVertexVBFar(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVBase);
01624 
01625                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFarVertexFromRenderList(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVBase);
01626                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessFarVertex(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVBase);
01627                 }
01628 
01629 
01630                 <span class="comment">// 2. Must remove sons from rdr list, and insert father.</span>
01631                 <span class="comment">//------------------------------------------------------</span>
01632                 <span class="comment">// Must do it BEFORE the TileFaces are released.</span>
01633                 <span class="comment">// UGLY REFCOUNT SIDE EFFECT: do the append first.</span>
01634                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToRenderList(<span class="keyword">this</span>);
01635                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFaceFromRenderList(SonLeft);
01636                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFaceFromRenderList(SonRight);
01637 
01638                 
01639                 <span class="comment">// 3. Let's merge Uv.</span>
01640                 <span class="comment">//-------------------</span>
01641                 <span class="comment">// Delete Uv.</span>
01642                 <span class="comment">// Must do it for this and FBase separately, since they may not have same tile level (if != patch).</span>
01643                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level== <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
01644                 {
01645                         <span class="comment">// Square patch assumption: the sons are not of the same TileId/Patch.</span>
01646                         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a03476.html#NL3D_1_1CTessFaceh0">sameTile</a>(SonLeft, SonRight));
01647                         <span class="comment">// release tiles: NearVertices, TileFaces, and TileMaterial.</span>
01648                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;releaseTileMaterial();
01649                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;releaseTileMaterial();
01650                 }
01651                 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level &gt; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
01652                 {
01653                         <span class="comment">// Delete Uv, only if not already done by the neighbor (ie neighbor not already merged to a leaf).</span>
01654                         <span class="comment">// But Always delete if neighbor exist and has not same tile as me.</span>
01655                         <span class="comment">// NB: this work with rectangular neigbor patch, since sameTile() will return false if different patch.</span>
01656                         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> || !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf() || !<a class="code" href="a03476.html#NL3D_1_1CTessFaceh0">sameTile</a>(<span class="keyword">this</span>, FBase))
01657                         {
01658                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;deleteTileUv(IdUvBase);
01659                         }
01660                         <span class="comment">// In all case, must delete the tilefaces of those face.</span>
01661                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;deleteTileFaces();
01662                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;deleteTileFaces();
01663                 }
01664 
01665 
01666                 <span class="comment">// 4. Let's merge Face.</span>
01667                 <span class="comment">//-------------------</span>
01668                 <span class="comment">// Change father 's neighbor pointers.</span>
01669                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FBase;
01670                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>)       <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;changeNeighbor(SonLeft, <span class="keyword">this</span>);
01671                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FBase;
01672                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>)      <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>-&gt;changeNeighbor(SonRight, <span class="keyword">this</span>);
01673                 <span class="comment">// delete sons.</span>
01674                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessFace(SonLeft);
01675                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessFace(SonRight);
01676                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>=NULL;
01677                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>=NULL;
01678 
01679                 <span class="comment">// If not already done, merge the neighbor.</span>
01680                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>!=NULL &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf())
01681                 {
01682                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;doMerge();
01683                 }
01684 
01685         }
01686         <span class="keywordflow">else</span>
01687         {
01688                 <span class="comment">// Rectangular case.</span>
01689                 <span class="comment">// Since minimum Order is 2, Sons of rectangular face are NEVER at TileLimitLevel. =&gt; no Uv merge to do.</span>
01690                 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level&lt; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel);
01691                 <a class="code" href="a04199.html#a6">nlassert</a>(FBase);
01692 
01693                 <span class="comment">// 1. Let's merge vertex.</span>
01694                 <span class="comment">//-----------------------</span>
01695                 <span class="comment">// Delete vertex, only if not already done by the neighbor (ie neighbor not already merged to a leaf).</span>
01696                 <span class="comment">// NB: this work even if neigbor is rectangular (see tesselation rules in splitRectangular()).</span>
01697                 <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a> || !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;isLeaf())
01698                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessVertex(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase);
01699 
01700                 <span class="comment">// Delete Far Vertex. Rect patch: neightb must be of a != pathc as me =&gt; must delete FarVertex.</span>
01701                 <a class="code" href="a04199.html#a6">nlassert</a>(!FLeft || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;Patch!=Patch);
01702                 <span class="comment">// May delete this vertex from VB.</span>
01703                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkDeleteVertexVBFar(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVBase);
01704 
01705                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFarVertexFromRenderList(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVBase);
01706                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessFarVertex(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVBase);
01707 
01708 
01709                 <span class="comment">// 2. Must remove sons from rdr list, and insert father.</span>
01710                 <span class="comment">//------------------------------------------------------</span>
01711                 <span class="comment">// UGLY REFCOUNT SIDE EFFECT: do the append first.</span>
01712                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToRenderList(<span class="keyword">this</span>);
01713                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFaceFromRenderList(SonLeft);
01714                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFaceFromRenderList(SonRight);
01715 
01716 
01717                 <span class="comment">// 3. Let's merge Face.</span>
01718                 <span class="comment">//-------------------</span>
01719                 <span class="comment">// Change father 's neighbor pointers (see splitRectangular()).</span>
01720                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FRight;
01721                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>)      <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>-&gt;changeNeighbor(SonRight, <span class="keyword">this</span>);
01722                 <span class="comment">// delete sons.</span>
01723                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessFace(SonLeft);
01724                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessFace(SonRight);
01725                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>=NULL;
01726                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>=NULL;
01727 
01728                 <span class="comment">// First, do it for my rectangular co-worker FBase (if not already done).</span>
01729                 <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf())
01730                 {
01731                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;doMerge();
01732                 }
01733                 <span class="comment">// If not already done, merge the neighbor.</span>
01734                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>!=NULL &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;isLeaf())
01735                 {
01736                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;doMerge();
01737                 }
01738         }
01739 
01740 
01741         <span class="comment">// Update priority list.</span>
01742         <span class="comment">//------------------------------------------------------</span>
01743         <span class="comment">// Since we are freshly merged, unlink from any list, and link to the SplitPriorityList, because must look </span>
01744         <span class="comment">// now when we should split again.</span>
01745         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.insert(0, 0, <span class="keyword">this</span>);
01746 
01747         <span class="comment">// since we are now merged maybe re-insert father in priority list.</span>
01748         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_0">Father</a>)
01749         {
01750                 <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_0">Father</a>-&gt;isLeaf());
01751                 <span class="comment">// If sons of father are both leaves (ie this, and the other (complexe case if rectangle) )</span>
01752                 <span class="keywordflow">if</span>( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_0">Father</a>-&gt;SonLeft-&gt;isLeaf() &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_0">Father</a>-&gt;SonRight-&gt;isLeaf() )
01753                 {
01754                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, 0, Father);
01755                 }
01756         }
01757 
01758 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez974_7" doxytag="NL3D::CTessFace::emptyTileFaces" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::emptyTileFaces </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
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    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06497.html#l00549">549</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06498.html#l00261">TileFaces</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>.
<p>
<div class="fragment"><pre>00550 {
00551         <span class="comment">// Do nothgin for lightmap pass, of course.</span>
00552         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00553         {
00554                 <span class="comment">// Some TileFace exist??</span>
00555                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i])
00556                         <span class="keywordflow">return</span> <span class="keyword">false</span>;
00557         }
00558 
00559         <span class="keywordflow">return</span> <span class="keyword">true</span>;
00560 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacea9" doxytag="NL3D::CTessFace::forceMerge" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::forceMerge </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Definition at line <a class="el" href="a06497.html#l02412">2412</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00156">CantMergeFace</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a06497.html#l01762">merge()</a>, <a class="el" href="a06498.html#l00250">RecursMarkForceMerge</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, and <a class="el" href="a06498.html#l00243">SonRight</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02448">forceMergeAtTileLevel()</a>, and <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>.
<p>
<div class="fragment"><pre>02413 {
02414         <span class="keywordflow">if</span>(<span class="keyword">this</span>== &amp;<a class="code" href="a03476.html#NL3D_1_1CTessFacev0">CantMergeFace</a>)
02415                 <span class="keywordflow">return</span>;
02416 
02417         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02418         {
02419                 <span class="comment">// First, force merge of Sons and neighbor sons, to have a diamond configuration.</span>
02420                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;forceMerge();
02421                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;forceMerge();
02422 
02423                 <span class="comment">// forceMerge of necessary neighbors.</span>
02424                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_10">RecursMarkForceMerge</a>=<span class="keyword">true</span>;
02425                 <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
02426                 {
02427                         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;RecursMarkForceMerge)
02428                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;forceMerge();
02429                 }
02430                 <span class="keywordflow">else</span>
02431                 {
02432                         <span class="comment">// Rectangular case. May have a longer propagation...</span>
02433                         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;RecursMarkForceMerge)
02434                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;forceMerge();
02435                         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a> &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;RecursMarkForceMerge)
02436                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;forceMerge();
02437                 }
02438                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_10">RecursMarkForceMerge</a>=<span class="keyword">false</span>;
02439 
02440                 <span class="comment">// If still a parent, merge.</span>
02441                 <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02442                         <a class="code" href="a03476.html#NL3D_1_1CTessFacea18">merge</a>();
02443         }
02444 }
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<a class="anchor" name="NL3D_1_1CTessFacea10" doxytag="NL3D::CTessFace::forceMergeAtTileLevel" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::forceMergeAtTileLevel </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Definition at line <a class="el" href="a06497.html#l02448">2448</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00156">CantMergeFace</a>, <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, and <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>.
<p>
Referenced by <a class="el" href="a06155.html#l02022">NL3D::CPatch::forceMergeAtTileLevel()</a>.
<p>
<div class="fragment"><pre>02449 {
02450         <span class="keywordflow">if</span>(<span class="keyword">this</span>== &amp;<a class="code" href="a03476.html#NL3D_1_1CTessFacev0">CantMergeFace</a>)
02451                 <span class="keywordflow">return</span>;
02452 
02453         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02454         {
02455                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;forceMergeAtTileLevel();
02456                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;forceMergeAtTileLevel();
02457         }
02458         <span class="keywordflow">else</span>
02459         {
02460                 <span class="comment">// If we are at tile subdivision, we must force our sons to merge.</span>
02461                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>==<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
02462                         <a class="code" href="a03476.html#NL3D_1_1CTessFacea9">forceMerge</a>();
02463         }
02464 }
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<a class="anchor" name="NL3D_1_1CTessFacea11" doxytag="NL3D::CTessFace::getTesselatedPos" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::getTesselatedPos </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03640.html">CUV</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>uv</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>verifInclusion</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>ret</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Definition at line <a class="el" href="a06497.html#l03101">3101</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l03156">computeTesselatedPos()</a>, <a class="el" href="a06498.html#l00080">NL3D::CParamCoord::getS()</a>, <a class="el" href="a06498.html#l00081">NL3D::CParamCoord::getT()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00245">PVLeft</a>, <a class="el" href="a06498.html#l00245">PVRight</a>, <a class="el" href="a06682.html#l00136">NLMISC::CVector::set()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::U</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::V</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>.
<p>
Referenced by <a class="el" href="a06155.html#l00579">NL3D::CPatch::getTesselatedPos()</a>.
<p>
<div class="fragment"><pre>03102 {
03103         CVector         uvPos(uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>, uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>, 0);
03104 
03105         <span class="comment">// may verif if uv is In this triangle. supposed true if rectangular branch.</span>
03106         <span class="keywordflow">if</span>(verifInclusion &amp;&amp; !(<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>() &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>()) )
03107         {
03108                 CVector         uvs[3];
03109                 uvs[0].set( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>.getT(), 0);
03110                 uvs[1].set( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a>.getT(), 0);
03111                 uvs[2].set( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a>.getT(), 0);
03112                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0; i&lt;3; i++)
03113                 {
03114                         CVector         dUv= uvs[(i+1)%3] - uvs[i];
03115                         CVector         normalUv(dUv.y, -dUv.x, 0);
03116                         <span class="comment">// if out this 2D plane, uv is out this triangle</span>
03117                         <span class="keywordflow">if</span>(normalUv * (uvPos-uvs[i]) &lt;0)
03118                                 <span class="keywordflow">return</span>;
03119                 }
03120         }
03121 
03122         <span class="comment">// compute tesselated pos in this face.</span>
03123         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
03124                 <span class="comment">// ok, no more sons, let's do it.</span>
03125                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced1">computeTesselatedPos</a>(uv, ret);
03126         <span class="keywordflow">else</span>
03127         {
03128                 <span class="comment">// must subdivide.</span>
03129                 <span class="comment">// if we are rectangular (strange tesselation), must test in both leaves, else, choose only one.</span>
03130                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
03131                 {
03132                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;getTesselatedPos(uv, <span class="keyword">true</span>, ret);
03133                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;getTesselatedPos(uv, <span class="keyword">true</span>, ret);
03134                 }
03135                 <span class="keywordflow">else</span>
03136                 {
03137                         <span class="comment">// Compute the uv plane which separate the 2 leaves.</span>
03138                         CVector         uvBase, uvMiddle;
03139                         uvBase.set  ( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>.getT(), 0);
03140                         uvMiddle.set( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase.getT(), 0);
03141                         CVector         dUv= uvMiddle - uvBase;
03142                         CVector         normalUv(dUv.y, -dUv.x, 0);
03143                         <span class="comment">// choose what leaf to recurs.</span>
03144                         <span class="keywordflow">if</span>(normalUv * (uvPos - uvBase) &lt;0)
03145                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;getTesselatedPos(uv, <span class="keyword">false</span>, ret);
03146                         <span class="keywordflow">else</span>
03147                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;getTesselatedPos(uv, <span class="keyword">false</span>, ret);
03148 
03149                 }
03150         }
03151 
03152 }
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<a class="anchor" name="NL3D_1_1CTessFacea12" doxytag="NL3D::CTessFace::hasEdge" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::hasEdge </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03482.html">CTessVertex</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>v0</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03482.html">CTessVertex</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>v1</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"> const<code> [inline]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06498.html#l00297">297</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
References <a class="el" href="a06498.html#l00296">hasVertex()</a>.
<p>
<div class="fragment"><pre>00297 {<span class="keywordflow">return</span> <a class="code" href="a03476.html#NL3D_1_1CTessFacea13">hasVertex</a>(v0) &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacea13">hasVertex</a>(v1);}
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea13" doxytag="NL3D::CTessFace::hasVertex" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::hasVertex </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03482.html">CTessVertex</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>v</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>
Definition at line <a class="el" href="a06498.html#l00296">296</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
References <a class="el" href="a05646.html#l00237">v</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06498.html#l00297">hasEdge()</a>.
<p>
<div class="fragment"><pre>00296 {<span class="keywordflow">return</span> <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>==<a class="code" href="a04223.html#a576">v</a> || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>==<a class="code" href="a04223.html#a576">v</a> || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>==<a class="code" href="a04223.html#a576">v</a>;}
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFaced5" doxytag="NL3D::CTessFace::heritTileMaterial" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::heritTileMaterial </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Definition at line <a class="el" href="a06497.html#l03053">3053</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00372">allocTileUv()</a>, <a class="el" href="a06497.html#l00511">buildTileFaces()</a>, <a class="el" href="a06497.html#l00403">checkCreateFillTileVB()</a>, <a class="el" href="a06497.html#l00466">copyTileUv()</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06497.html#l00490">heritTileUv()</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06498.html#l00368">sameTile()</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06498.html#l00257">TileId</a>, and <a class="el" href="a06498.html#l00259">TileMaterial</a>.
<p>
Referenced by <a class="el" href="a06497.html#l03017">recreateTileUvs()</a>, and <a class="el" href="a06497.html#l01283">split()</a>.
<p>
<div class="fragment"><pre>03054 {
03055         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;TileMaterial= <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>;
03056         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;TileId= <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_2">TileId</a>;
03057         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;buildTileFaces();
03058         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;copyTileUv(IdUvLeft, <span class="keyword">this</span>, IdUvBase);
03059         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;copyTileUv(IdUvRight, <span class="keyword">this</span>, IdUvLeft);
03060 
03061         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;TileMaterial= <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>;
03062         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;TileId= <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_2">TileId</a>;
03063         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;buildTileFaces();
03064         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;copyTileUv(IdUvLeft, <span class="keyword">this</span>, IdUvRight);
03065         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;copyTileUv(IdUvRight, <span class="keyword">this</span>, IdUvBase);
03066 
03067         <span class="comment">// Create, or link to the tileUv.</span>
03068         <span class="comment">// Try to link to a neighbor TileUv.</span>
03069         <span class="comment">// Can only work iff exist, and iff FBase is same patch, and same TileId.</span>
03070         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>!=NULL &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;TileMaterial!=NULL &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFaceh0">sameTile</a>(<span class="keyword">this</span>, FBase) )
03071         {
03072                 <span class="comment">// Ok!! link to the (existing) TileUv.</span>
03073                 <span class="comment">// FBase-&gt;SonLeft!=NULL since FBase-&gt;isLeaf()==false.</span>
03074                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;copyTileUv(IdUvBase, <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft, IdUvBase);
03075                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;copyTileUv(IdUvBase, <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft, IdUvBase);
03076         }
03077         <span class="keywordflow">else</span>
03078         {
03079                 <span class="comment">// Allocate a new vertex, and copy it to SonLeft and SonRight.</span>
03080                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;allocTileUv(IdUvBase);
03081                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;copyTileUv(IdUvBase, SonLeft, IdUvBase);
03082 
03083                 <span class="comment">// Fill the new near vertex, with middle of Left/Right father.</span>
03084                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;heritTileUv(<span class="keyword">this</span>);
03085 
03086                 <span class="comment">// UVs are computed, may create and fill VB.</span>
03087                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;checkCreateFillTileVB(IdUvBase);
03088         }
03089 
03090 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez974_8" doxytag="NL3D::CTessFace::heritTileUv" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::heritTileUv </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>baseFace</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
        </tr>

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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00490">490</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>, <a class="el" href="a06498.html#l00144">NL3D::CTessNearVertex::initMiddleUv()</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05867.html#l00050">NL3D_TILE_PASS_RGB0</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, and <a class="el" href="a06498.html#l00177">NL3D::CTileFace::V</a>.
<p>
Referenced by <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>.
<p>
<div class="fragment"><pre>00491 {
00492         <span class="comment">// TileFaces must have been build.</span>
00493         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[NL3D_TILE_PASS_RGB0]);
00494 
00495         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00496         {
00497                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i])
00498                 {
00499                         <span class="comment">// The baseface should have the same tileFaces enabled.</span>
00500                         <a class="code" href="a04199.html#a6">nlassert</a>(baseFace-&gt;TileFaces[i]);
00501                         <span class="comment">// VBase should be allocated.</span>
00502                         <a class="code" href="a04199.html#a6">nlassert</a>(TileFaces[i]-&gt;V[IdUvBase]);
00503                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>]-&gt;initMiddleUv(
00504                                 *baseFace-&gt;TileFaces[i]-&gt;V[IdUvLeft], *baseFace-&gt;TileFaces[i]-&gt;V[IdUvRight]);
00505                 }
00506         }
00507 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFaced6" doxytag="NL3D::CTessFace::initTileUvDLM" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::initTileUvDLM </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03040.html">CParamCoord</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>pointCoord</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03640.html">CUV</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>uv</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

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</table>
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  <tr>
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      &nbsp;
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06497.html#l00655">655</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06156.html#l01214">NL3D::CPatch::_DLMContext</a>, <a class="el" href="a06164.html#l00119">NL3D::CPatchDLMContext::DLMUBias</a>, <a class="el" href="a06164.html#l00119">NL3D::CPatchDLMContext::DLMUScale</a>, <a class="el" href="a06164.html#l00119">NL3D::CPatchDLMContext::DLMVBias</a>, <a class="el" href="a06164.html#l00119">NL3D::CPatchDLMContext::DLMVScale</a>, <a class="el" href="a06498.html#l00080">NL3D::CParamCoord::getS()</a>, <a class="el" href="a06498.html#l00081">NL3D::CParamCoord::getT()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::U</a>, and <a class="el" href="a06655.html#l00049">NLMISC::CUV::V</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>.
<p>
<div class="fragment"><pre>00656 {
00657         <span class="comment">// get the dlm context from the patch.</span>
00658         CPatchDLMContext        *dlmCtx= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;_DLMContext;
00659         <span class="comment">// mmust exist at creation of the tile.</span>
00660         <a class="code" href="a04199.html#a6">nlassert</a>(dlmCtx);
00661 
00662         <span class="comment">// get coord in 0..1 range, along the patch.</span>
00663         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>= pointCoord.getS();
00664         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>= pointCoord.getT();
00665 
00666         <span class="comment">// ScaleBias according to the context.</span>
00667         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>*= dlmCtx-&gt;DLMUScale;
00668         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>*= dlmCtx-&gt;DLMVScale;
00669         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>+= dlmCtx-&gt;DLMUBias;
00670         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>+= dlmCtx-&gt;DLMVBias;
00671 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFaced7" doxytag="NL3D::CTessFace::initTileUvLightmap" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::initTileUvLightmap </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03040.html">CParamCoord</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>pointCoord</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03040.html">CParamCoord</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>middleCoord</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03640.html">CUV</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>uv</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00636">636</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06157.html#l01225">NL3D::CPatch::getTileLightMapUvInfo()</a>, <a class="el" href="a06498.html#l00068">NL3D::CParamCoord::S</a>, <a class="el" href="a06498.html#l00068">NL3D::CParamCoord::T</a>, <a class="el" href="a06498.html#l00185">NL3D::CTileMaterial::TileS</a>, <a class="el" href="a06498.html#l00185">NL3D::CTileMaterial::TileT</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::U</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::V</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>.
<p>
<div class="fragment"><pre>00637 {
00638         <span class="comment">// Get good coordinate according to patch orientation.</span>
00639         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>= pointCoord.S&lt;=middle.S? 0.0f: 1.0f;
00640         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>= pointCoord.T&lt;=middle.T? 0.0f: 1.0f;
00641         
00642         <span class="comment">// Get Tile Lightmap Uv info: bias and scale.</span>
00643         CVector         uvScaleBias;
00644         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getTileLightMapUvInfo(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;TileS, <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;TileT, uvScaleBias);
00645 
00646         <span class="comment">// Scale the UV.</span>
00647         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>*= uvScaleBias.z;
00648         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>*= uvScaleBias.z;
00649         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>+= uvScaleBias.x;
00650         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>+= uvScaleBias.y;
00651 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFaced8" doxytag="NL3D::CTessFace::initTileUvRGBA" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::initTileUvRGBA </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>pass</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>alpha</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03040.html">CParamCoord</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>pointCoord</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03040.html">CParamCoord</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>middleCoord</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03640.html">CUV</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>uv</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00565">565</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05646.html#l01173">alpha</a>, <a class="el" href="a06155.html#l02080">NL3D::CPatch::getTileUvInfo()</a>, <a class="el" href="a06498.html#l00068">NL3D::CParamCoord::S</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00068">NL3D::CParamCoord::T</a>, <a class="el" href="a06498.html#l00257">TileId</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::U</a>, <a class="el" href="a05981.html#l00096">uint8</a>, <a class="el" href="a05646.html#l00237">v</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::V</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>.
<p>
<div class="fragment"><pre>00566 {
00567         <span class="comment">// Get good coordinate according to patch orientation.</span>
00568         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>= pointCoord.S&lt;=middle.S? 0.0f: 1.0f;
00569         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>= pointCoord.T&lt;=middle.T? 0.0f: 1.0f;
00570         
00571         <span class="comment">// Get Tile Uv info: orientation and scale.</span>
00572         <a class="code" href="a04558.html#a7">uint8</a>           orient;
00573         CVector         uvScaleBias;
00574         <span class="keywordtype">bool</span>            is256;
00575         <a class="code" href="a04558.html#a7">uint8</a>           uvOff;
00576         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getTileUvInfo(TileId, pass, alpha, orient, uvScaleBias, is256, uvOff);
00577 
00578         <span class="comment">// Orient the UV.</span>
00579         <span class="keywordtype">float</span>   u= uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>;
00580         <span class="keywordtype">float</span>   <a class="code" href="a04223.html#a576">v</a>= uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>;
00581         <span class="comment">// Speed rotation.</span>
00582         <span class="keywordflow">switch</span>(orient)
00583         {
00584                 <span class="keywordflow">case</span> 0: 
00585                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>= u;
00586                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>= <a class="code" href="a04223.html#a576">v</a>;
00587                         <span class="keywordflow">break</span>;
00588                 <span class="keywordflow">case</span> 1: 
00589                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>= 1-<a class="code" href="a04223.html#a576">v</a>;
00590                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>= u;
00591                         <span class="keywordflow">break</span>;
00592                 <span class="keywordflow">case</span> 2: 
00593                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>= 1-u;
00594                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>= 1-<a class="code" href="a04223.html#a576">v</a>;
00595                         <span class="keywordflow">break</span>;
00596                 <span class="keywordflow">case</span> 3: 
00597                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>= <a class="code" href="a04223.html#a576">v</a>;
00598                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>= 1-u;
00599                         <span class="keywordflow">break</span>;
00600         }
00601 
00602         <span class="comment">// Do the 256x256.</span>
00603         <span class="keywordflow">if</span>(is256)
00604         {
00605                 uv*= 0.5;
00606                 <span class="keywordflow">if</span>(uvOff==2 || uvOff==3)
00607                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>+= 0.5;
00608                 <span class="keywordflow">if</span>(uvOff==1 || uvOff==2)
00609                         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>+= 0.5;
00610         }
00611 
00612 
00613         <span class="comment">// Do the HalfPixel scale bias.</span>
00614         <span class="keywordtype">float</span>   hBiasXY, hBiasZ;
00615         <span class="keywordflow">if</span>(is256)
00616         {
00617                 hBiasXY= CLandscapeGlobals::TilePixelBias256;
00618                 hBiasZ = CLandscapeGlobals::TilePixelScale256;
00619         }
00620         <span class="keywordflow">else</span>
00621         {
00622                 hBiasXY= CLandscapeGlobals::TilePixelBias128;
00623                 hBiasZ = CLandscapeGlobals::TilePixelScale128;
00624         }
00625 
00626 
00627         <span class="comment">// Scale the UV.</span>
00628         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>*= uvScaleBias.z*hBiasZ;
00629         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>*= uvScaleBias.z*hBiasZ;
00630         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo0">U</a>+= uvScaleBias.x+hBiasXY;
00631         uv.<a class="code" href="a03640.html#NLMISC_1_1CUVo1">V</a>+= uvScaleBias.y+hBiasXY;
00632 }
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<a class="anchor" name="NL3D_1_1CTessFacea14" doxytag="NL3D::CTessFace::isLeaf" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::isLeaf </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>
Definition at line <a class="el" href="a06498.html#l00294">294</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
References <a class="el" href="a06498.html#l00243">SonLeft</a>.
<p>
Referenced by <a class="el" href="a06497.html#l03194">appendTessellationLeaves()</a>, <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06497.html#l02448">forceMergeAtTileLevel()</a>, <a class="el" href="a06497.html#l03101">getTesselatedPos()</a>, <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06497.html#l01762">merge()</a>, <a class="el" href="a06497.html#l03017">recreateTileUvs()</a>, <a class="el" href="a06497.html#l01783">refineAll()</a>, <a class="el" href="a06497.html#l02519">refreshTesselationGeometry()</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>, <a class="el" href="a06497.html#l02860">updateBind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, <a class="el" href="a06497.html#l02544">updateBindEdge()</a>, <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.
<p>
<div class="fragment"><pre>00294 {<span class="keywordflow">return</span> <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>==NULL;}
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea15" doxytag="NL3D::CTessFace::isRectangular" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::isRectangular </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>
Definition at line <a class="el" href="a06497.html#l02954">2954</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06156.html#l00814">NL3D::CPatch::SquareLimitLevel</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06497.html#l03101">getTesselatedPos()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l02544">updateBindEdge()</a>.
<p>
<div class="fragment"><pre>02955 {
02956         <span class="keywordflow">return</span> <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>&lt;<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;SquareLimitLevel;
02957 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacePListNodea3" doxytag="NL3D::CTessFace::linkInPList" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFacePListNode::linkInPList </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03477.html">CTessFacePListNode</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>root</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inherited]</code></td>
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<p>
unlinkInPList, then link this node to the root of a list. 
<p>

<p>
Definition at line <a class="el" href="a06493.html#l00049">49</a> of file <a class="el" href="a06493.html">tess_face_priority_list.cpp</a>.
<p>
References <a class="el" href="a06494.html#l00088">NL3D::CTessFacePListNode::_NextTessFaceInPList</a>, and <a class="el" href="a06494.html#l00087">NL3D::CTessFacePListNode::_PrecTessFaceInPList</a>.
<p>
Referenced by <a class="el" href="a05862.html#l03010">NL3D::CLandscape::newTessFace()</a>.
<p>
<div class="fragment"><pre>00050 {
00051         <span class="comment">// unlink old list from me.</span>
00052         _PrecTessFaceInPList-&gt;_NextTessFaceInPList= _NextTessFaceInPList;
00053         _NextTessFaceInPList-&gt;_PrecTessFaceInPList= _PrecTessFaceInPList;
00054 
00055         <span class="comment">// link me to the list.</span>
00056         _PrecTessFaceInPList= &amp;root;
00057         _NextTessFaceInPList= root._NextTessFaceInPList;
00058         <span class="comment">// link the list to me.</span>
00059         root._NextTessFaceInPList-&gt;_PrecTessFaceInPList= <span class="keyword">this</span>;
00060         root._NextTessFaceInPList= <span class="keyword">this</span>;
00061         <span class="comment">/*</span>
00062 <span class="comment">                NB if list was empty (this, this), then</span>
00063 <span class="comment">                        _PrecTessFaceInPList= &amp;root</span>
00064 <span class="comment">                        _NextTessFaceInPList= root._NextTessFaceInPList= &amp;root !</span>
00065 <span class="comment">                        root._NextTessFaceInPList-&gt;_PrecTessFaceInPList= this;  =&gt; root._PrecTessFaceInPList= this</span>
00066 <span class="comment">                        root._NextTessFaceInPList= this</span>
00067 <span class="comment">        */</span>
00068 }
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<a class="anchor" name="NL3D_1_1CTessFacea17" doxytag="NL3D::CTessFace::linkTessFaceWithEdge" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a> * NL3D::CTessFace::linkTessFaceWithEdge </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03660.html">NLMISC::CVector2f</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>uv0</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a03660.html">NLMISC::CVector2f</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>uv1</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>linkTo</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Definition at line <a class="el" href="a06497.html#l02904">2904</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a06498.html#l00080">NL3D::CParamCoord::getS()</a>, <a class="el" href="a06498.html#l00081">NL3D::CParamCoord::getT()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02894">NL3D::matchEdge()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00245">PVLeft</a>, <a class="el" href="a06498.html#l00245">PVRight</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, and <a class="el" href="a06498.html#l00243">SonRight</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01834">NL3D::CPatch::linkTessFaceWithEdge()</a>.
<p>
<div class="fragment"><pre>02905 {
02906         <span class="comment">// Compute 0,1 coords of 3 patch coords.</span>
02907         <a class="code" href="a03660.html">CVector2f</a>       vb( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>.getT() );
02908         <a class="code" href="a03660.html">CVector2f</a>       vl( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a>.getT() );
02909         <a class="code" href="a03660.html">CVector2f</a>       vr( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a>.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a>.getT() );
02910 
02911         <span class="comment">// Search if one of the 3 edges of this triangle match the wanted edge.</span>
02912         <span class="comment">// Base Edge</span>
02913         <span class="keywordflow">if</span>(<a class="code" href="a05363.html#a530">matchEdge</a>(uv0, uv1, vl, vr))
02914         {
02915                 <span class="comment">// If leaf, check if unbound (else ptr is invalid)</span>
02916                 <a class="code" href="a04199.html#a6">nlassert</a>(FBase==NULL || !<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
02917                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>= linkTo;
02918                 <span class="keywordflow">return</span> <span class="keyword">this</span>;
02919         }
02920         <span class="comment">// Left Edge</span>
02921         <span class="keywordflow">if</span>(<a class="code" href="a05363.html#a530">matchEdge</a>(uv0, uv1, vb, vl))
02922         {
02923                 <span class="comment">// If leaf, check if unbound (else ptr is invalid)</span>
02924                 <a class="code" href="a04199.html#a6">nlassert</a>(FLeft==NULL || !<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
02925                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>= linkTo;
02926                 <span class="keywordflow">return</span> <span class="keyword">this</span>;
02927         }
02928         <span class="comment">// Right Edge</span>
02929         <span class="keywordflow">if</span>(<a class="code" href="a05363.html#a530">matchEdge</a>(uv0, uv1, vb, vr))
02930         {
02931                 <span class="comment">// If leaf, check if unbound (else ptr is invalid)</span>
02932                 <a class="code" href="a04199.html#a6">nlassert</a>(FRight==NULL || !<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
02933                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>= linkTo;
02934                 <span class="keywordflow">return</span> <span class="keyword">this</span>;
02935         }
02936 
02937 
02938         <span class="comment">// If not found here, recurs to children</span>
02939         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *ret= NULL;
02940         <span class="keywordflow">if</span>( !<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>() )
02941         {
02942                 ret= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;linkTessFaceWithEdge(uv0, uv1, linkTo);
02943                 <span class="comment">// if no found in this branch, recusr right branch.</span>
02944                 <span class="keywordflow">if</span>(!ret)
02945                         ret= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;linkTessFaceWithEdge(uv0, uv1, linkTo);
02946         }
02947         
02948         <span class="comment">// return the result from subBranchs</span>
02949         <span class="keywordflow">return</span> ret;
02950 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea18" doxytag="NL3D::CTessFace::merge" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::merge </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Definition at line <a class="el" href="a06497.html#l01762">1762</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a05873.html#l00042">NL3D_PROFILE_LAND_ADD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05872.html#l00044">NL3D::ProfNMerges</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06497.html#l01783">refineAll()</a>, and <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>.
<p>
<div class="fragment"><pre>01763 {
01764         <span class="comment">// Must not be a leaf.</span>
01765         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
01766 
01767         <span class="comment">// 0. Verify if merge is posible.</span>
01768         <span class="comment">//----------------------------</span>
01769         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFaced0">canMerge</a>(<span class="keyword">false</span>))
01770                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
01771 
01772         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNMerges, 1);
01773 
01774         <span class="comment">// 1. Let's merge the face.</span>
01775         <span class="comment">//-----------------------</span>
01776         <span class="comment">// Propagation is done in doMerge().</span>
01777         <a class="code" href="a03476.html#NL3D_1_1CTessFaced4">doMerge</a>();
01778 
01779         <span class="keywordflow">return</span> <span class="keyword">true</span>;
01780 }
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<a class="anchor" name="NL3D_1_1CTessFacePListNodea4" doxytag="NL3D::CTessFace::nextInPList" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03477.html">CTessFacePListNode</a>* NL3D::CTessFacePListNode::nextInPList </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline, inherited]</code></td>
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<p>
Definition at line <a class="el" href="a06494.html#l00084">84</a> of file <a class="el" href="a06494.html">tess_face_priority_list.h</a>.
<p>
References <a class="el" href="a06494.html#l00088">NL3D::CTessFacePListNode::_NextTessFaceInPList</a>.
<p>
Referenced by <a class="el" href="a06493.html#l00438">NL3D::CTessFacePriorityList::CRollingTable::clearRollTableEntry()</a>, and <a class="el" href="a05862.html#l00605">NL3D::CLandscape::refine()</a>.
<p>
<div class="fragment"><pre>00084 {<span class="keywordflow">return</span> _NextTessFaceInPList;}
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<a class="anchor" name="NL3D_1_1CTessFacePListNodea6" doxytag="NL3D::CTessFace::precInPList" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03477.html">CTessFacePListNode</a>* NL3D::CTessFacePListNode::precInPList </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline, inherited]</code></td>
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get next ptr. next==this if list empty. 
<p>

<p>
Definition at line <a class="el" href="a06494.html#l00083">83</a> of file <a class="el" href="a06494.html">tess_face_priority_list.h</a>.
<p>
References <a class="el" href="a06494.html#l00087">NL3D::CTessFacePListNode::_PrecTessFaceInPList</a>.
<p>
<div class="fragment"><pre>00083 {<span class="keywordflow">return</span> _PrecTessFaceInPList;}
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<a class="anchor" name="NL3D_1_1CTessFacea21" doxytag="NL3D::CTessFace::recreateTileUvs" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::recreateTileUvs </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l03017">3017</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06155.html#l00884">NL3D::CPatch::appendFaceToTileRenderList()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06498.html#l00247">Level</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, and <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>.
<p>
Referenced by <a class="el" href="a06155.html#l02150">NL3D::CPatch::recreateTileUvs()</a>.
<p>
<div class="fragment"><pre>03018 {
03019         <span class="comment">// NB: NearVertices are append to renderlist with allocTileUv (called in computeTileMaterial()/heritTileMaterial()).</span>
03020 
03021         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
03022         {
03023                 <span class="comment">// Must recreate the materials of parent first.</span>
03024 
03025                 <span class="comment">// There is no problem with rectangular patch, since tiles are always squares.</span>
03026                 <span class="comment">// If new tile ....</span>
03027                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level==<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
03028                 {
03029                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;computeTileMaterial();
03030                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;computeTileMaterial();
03031                 }
03032                 <span class="comment">// else Tile herit.</span>
03033                 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level &gt; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
03034                 {
03035                         <a class="code" href="a03476.html#NL3D_1_1CTessFaced5">heritTileMaterial</a>();
03036                 }
03037 
03038                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;recreateTileUvs();
03039                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;recreateTileUvs();
03040         }
03041         <span class="keywordflow">else</span>
03042         {
03043                 <span class="comment">// NB: this is done always AFTER tile creation (see above).</span>
03044                 <span class="comment">// Do this only for tiles.</span>
03045                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>)
03046                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToTileRenderList(<span class="keyword">this</span>);
03047         }
03048 }
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<a class="anchor" name="NL3D_1_1CTessFacea22" doxytag="NL3D::CTessFace::refineAll" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::refineAll </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
refine the node, and his sons. Refine all nodes. 
<p>

<p>
Definition at line <a class="el" href="a06497.html#l01783">1783</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06498.html#l00276">ErrorMetric</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l01762">merge()</a>, <a class="el" href="a05873.html#l00042">NL3D_PROFILE_LAND_ADD</a>, <a class="el" href="a05872.html#l00041">NL3D::ProfNRefineComputeFaces</a>, <a class="el" href="a05872.html#l00040">NL3D::ProfNRefineFaces</a>, <a class="el" href="a05872.html#l00042">NL3D::ProfNRefineLeaves</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, and <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01493">NL3D::CPatch::refineAll()</a>.
<p>
<div class="fragment"><pre>01784 {
01785         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNRefineFaces, 1);
01786         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNRefineLeaves, <a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>()?1:0);
01787 
01788         <span class="comment">/*</span>
01789 <span class="comment">                if(ps&lt;RefineThreshold), the face must be merged (ie have no leaves).</span>
01790 <span class="comment">                if(ps E [RefineThreshold, RefineTreshold*2]), the face must be splitted (ave leaves), and is geomorphed.</span>
01791 <span class="comment">                if(ps&gt;RefineThreshold*2), the face is fully splitted/geomoprhed (tests reported on sons...).</span>
01792 <span class="comment">        */</span>
01793 
01794         <span class="comment">// Test for Split or merge.</span>
01795         <span class="comment">//-----------------------</span>
01796         {
01797                 <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNRefineComputeFaces, 1);
01798 
01799                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea31">updateErrorMetric</a>();
01800                 <span class="keywordtype">float</span>   ps=<a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>;
01801                 ps*= CLandscapeGlobals::OORefineThreshold;
01802                 <span class="comment">// 1.0f is the point of split().</span>
01803                 <span class="comment">// 2.0f is the end of geomorph.</span>
01804 
01805 
01806                 <span class="comment">// Test split/merge.</span>
01807                 <span class="comment">//---------------------</span>
01808                 <span class="comment">// If wanted, not already done, and limit not reached, split().</span>
01809                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
01810                 {
01811                         <span class="keywordflow">if</span>(ps&gt;1.0f &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>&lt; (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel + CLandscapeGlobals::TileMaxSubdivision) )
01812                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea25">split</a>();
01813                 }
01814                 <span class="keywordflow">else</span>
01815                 {
01816                         <span class="comment">// Else, if splitted, must merge (if not already the case).</span>
01817                         <span class="keywordflow">if</span>(ps&lt;1.0f)
01818                         {
01819                                 <span class="comment">// Merge only if agree, and neighbors agree.</span>
01820                                 <span class="comment">// canMerge() test all the good thing: FBase==CantMergeFace, or this is rectangular etc...</span>
01821                                 <span class="comment">// The test is propagated to neighbors.</span>
01822                                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFaced0">canMerge</a>(<span class="keyword">true</span>))
01823                                 {
01824                                         <a class="code" href="a03476.html#NL3D_1_1CTessFacea18">merge</a>();
01825                                 }
01826                         }
01827                 }
01828         }
01829 
01830         <span class="comment">// Recurs.</span>
01831         <span class="comment">//-----------------------</span>
01832         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>)
01833         {
01834                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;refineAll();
01835                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;refineAll();
01836         }
01837 
01838 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea23" doxytag="NL3D::CTessFace::refreshTesselationGeometry" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::refreshTesselationGeometry </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Definition at line <a class="el" href="a06497.html#l02519">2519</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06155.html#l01338">NL3D::CPatch::computeVertex()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06155.html#l00766">NL3D::CPatch::extendTessBlockWithEndPos()</a>, <a class="el" href="a06498.html#l00080">NL3D::CParamCoord::getS()</a>, <a class="el" href="a06498.html#l00081">NL3D::CParamCoord::getT()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06498.html#l00101">NL3D::CTessVertex::Pos</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, and <a class="el" href="a06498.html#l00241">VBase</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01531">NL3D::CPatch::refreshTesselationGeometry()</a>.
<p>
<div class="fragment"><pre>02520 {
02521         <span class="comment">// must enlarge the little tessBlock (if any), for clipping.</span>
02522         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;extendTessBlockWithEndPos(<span class="keyword">this</span>);
02523 
02524         <span class="comment">// If we are not splitted, no-op.</span>
02525         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02526                 <span class="keywordflow">return</span>;
02527 
02528 
02529         <span class="comment">/* NB: rectangular case: just need to take SonLeft-&gt;VBase, because my neighbor on FBase will compute his son</span>
02530 <span class="comment">                on an other branch of the recurs call.</span>
02531 <span class="comment">        */</span>
02532         <span class="comment">// re-compute this position (maybe with new noise geometry in Tile Edition).</span>
02533         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;EndPos= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;computeVertex(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase.getT());
02534         <span class="comment">// overwrite cur Pos (NB: specialy hardcoded for Tile edition).</span>
02535         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;Pos= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;EndPos;
02536 
02537         <span class="comment">// Do same thing for sons. NB: see above, we are not a leaf.</span>
02538         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;refreshTesselationGeometry();
02539         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;refreshTesselationGeometry();
02540 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea24" doxytag="NL3D::CTessFace::releaseTileMaterial" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::releaseTileMaterial </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
Definition at line <a class="el" href="a06497.html#l00835">835</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00528">deleteTileFaces()</a>, <a class="el" href="a05862.html#l03079">NL3D::CLandscape::deleteTileMaterial()</a>, <a class="el" href="a06497.html#l00444">deleteTileUv()</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>, <a class="el" href="a06498.html#l00247">Level</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06157.html#l01247">NL3D::CPatch::releaseTileLightMap()</a>, <a class="el" href="a06155.html#l01002">NL3D::CPatch::removeTileMaterialFromRenderList()</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, <a class="el" href="a06498.html#l00259">TileMaterial</a>, <a class="el" href="a06498.html#l00185">NL3D::CTileMaterial::TileS</a>, and <a class="el" href="a06498.html#l00185">NL3D::CTileMaterial::TileT</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, and <a class="el" href="a06497.html#l01604">doMerge()</a>.
<p>
<div class="fragment"><pre>00836 {
00837         <span class="comment">// Hence, must release the tile. TileUvBase is differnet for each of leaves.</span>
00838         <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_6">deleteTileUv</a>(IdUvBase);
00839 
00840         <a class="code" href="a04199.html#a6">nlassert</a>(!FBase || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Level&lt;=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel);
00841         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Level==<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;TileMaterial!=NULL)
00842         {
00843                 <span class="comment">// Do not release Uvs, since neighbor need it...</span>
00844                 <span class="comment">// But release faces.</span>
00845                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_5">deleteTileFaces</a>();
00846                 <span class="comment">// Do not release TileMaterial, since neighbor need it...</span>
00847                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>= NULL;
00848         }
00849         <span class="keywordflow">else</span>
00850         {
00851                 <span class="comment">// release Uvs.</span>
00852                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_6">deleteTileUv</a>(IdUvLeft);
00853                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_6">deleteTileUv</a>(IdUvRight);
00854 
00855                 <span class="comment">// After, release Tile faces.</span>
00856                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez974_5">deleteTileFaces</a>();
00857 
00858                 <span class="comment">// Release the tile lightmap part. Do it before removeTileMaterialFromRenderList().</span>
00859                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;releaseTileLightMap(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;TileS, <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>-&gt;TileT);
00860 
00861                 <span class="comment">// Remove this material from the render list. DO it before deletion of course :).</span>
00862                 <span class="comment">// NB: TileS/TileT still valid.</span>
00863                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeTileMaterialFromRenderList(TileMaterial);
00864 
00865                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTileMaterial(TileMaterial);
00866                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_3">TileMaterial</a>= NULL;
00867         }
00868 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFaceh0" doxytag="NL3D::CTessFace::sameTile" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::sameTile </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>a</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a03476.html">CTessFace</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>b</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline, static, private]</code></td>
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<p>
Definition at line <a class="el" href="a06498.html#l00368">368</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
References <a class="el" href="a06498.html#l00240">Patch</a>, and <a class="el" href="a06498.html#l00257">TileId</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, and <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>.
<p>
<div class="fragment"><pre>00369         {
00370                 <span class="comment">// WE CANNOT do this test, testing TileMaterial, because this one may be releleased by releaseMaterial() !!</span>
00371                 <span class="keywordflow">return</span> (a-&gt;Patch==b-&gt;Patch &amp;&amp; a-&gt;TileId==b-&gt;TileId);
00372         }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea25" doxytag="NL3D::CTessFace::split" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::split </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>propagateSplit</em> = true          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l01283">1283</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05863.html#l00896">NL3D::CLandscape::_MergePriorityList</a>, <a class="el" href="a06155.html#l00800">NL3D::CPatch::appendFaceToRenderList()</a>, <a class="el" href="a06155.html#l01040">NL3D::CPatch::appendFarVertexToRenderList()</a>, <a class="el" href="a06498.html#l00298">changeNeighbor()</a>, <a class="el" href="a06161.html#l01502">NL3D::CPatch::checkCreateVertexVBFar()</a>, <a class="el" href="a06497.html#l00424">checkFillTileVB()</a>, <a class="el" href="a06161.html#l01522">NL3D::CPatch::checkFillVertexVBFar()</a>, <a class="el" href="a06497.html#l00216">computeNearLimit()</a>, <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06155.html#l01338">NL3D::CPatch::computeVertex()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06498.html#l00243">Father</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a06498.html#l00282">FVBase</a>, <a class="el" href="a06498.html#l00282">FVLeft</a>, <a class="el" href="a06498.html#l00282">FVRight</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a06498.html#l00080">NL3D::CParamCoord::getS()</a>, <a class="el" href="a06498.html#l00081">NL3D::CParamCoord::getT()</a>, <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a06493.html#l00273">NL3D::CTessFacePriorityList::insert()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a06498.html#l00247">Level</a>, <a class="el" href="a06498.html#l00104">NL3D::CTessVertex::MaxFaceSize</a>, <a class="el" href="a06498.html#l00105">NL3D::CTessVertex::MaxNearLimit</a>, <a class="el" href="a05862.html#l03010">NL3D::CLandscape::newTessFace()</a>, <a class="el" href="a05862.html#l03034">NL3D::CLandscape::newTessFarVertex()</a>, <a class="el" href="a05862.html#l03022">NL3D::CLandscape::newTessVertex()</a>, <a class="el" href="a05873.html#l00042">NL3D_PROFILE_LAND_ADD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00240">Patch</a>, <a class="el" href="a06498.html#l00127">NL3D::CTessFarVertex::PCoord</a>, <a class="el" href="a06498.html#l00101">NL3D::CTessVertex::Pos</a>, <a class="el" href="a05872.html#l00043">NL3D::ProfNSplits</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00245">PVLeft</a>, <a class="el" href="a06498.html#l00245">PVRight</a>, <a class="el" href="a06155.html#l00848">NL3D::CPatch::removeFaceFromRenderList()</a>, <a class="el" href="a06498.html#l00274">Size</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06498.html#l00126">NL3D::CTessFarVertex::Src</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::StartPos</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, <a class="el" href="a06493.html#l00071">NL3D::CTessFacePListNode::unlinkInPList()</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01783">refineAll()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.
<p>
<div class="fragment"><pre>01284 {
01285 
01286         <span class="comment">// 0. Some easy ending.</span>
01287         <span class="comment">//---------------------</span>
01288         <span class="comment">// Already splitted??</span>
01289         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
01290                 <span class="keywordflow">return</span>;
01291         <span class="comment">// Don't do this!!!</span>
01292         <span class="comment">//if(Level&gt;=LS_MAXLEVEL)</span>
01293         <span class="comment">//      return;</span>
01294         <span class="comment">// since split() may reach LS_MAXLEVEL, but enforce splits which outpass this stage!!</span>
01295 
01296         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNSplits, 1);
01297 
01298 
01299         <span class="comment">// Special Rectangular case.</span>
01300         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
01301         {
01302                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced9">splitRectangular</a>(propagateSplit);
01303                 <span class="keywordflow">return</span>;
01304         }
01305 
01306         <span class="comment">// 1. Create sons, and update links.</span>
01307         <span class="comment">//----------------------------------</span>
01308 
01309         <span class="comment">// create and bind Sons.</span>
01310         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01311         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01312 
01313         <span class="comment">// subdivision left.</span>
01314         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Patch= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>;
01315         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Father= <span class="keyword">this</span>;
01316         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>+1;
01317         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Size= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_3">Size</a>*0.5f;
01318         <span class="comment">// subdivision right.</span>
01319         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;Patch= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>;
01320         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;Father= <span class="keyword">this</span>;
01321         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;Level= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>+1;
01322         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;Size= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_3">Size</a>*0.5f;
01323 
01324 
01325         <span class="comment">// link Left Son.</span>
01326         <span class="comment">// link neighbor face.</span>
01327         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>;
01328         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>)       <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;changeNeighbor(<span class="keyword">this</span>, SonLeft);
01329         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>;
01330         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FRight= NULL;          <span class="comment">// Temporary. updated later.</span>
01331         <span class="comment">// link neighbor vertex.</span>
01332         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>;
01333         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>;
01334         <span class="comment">// link neighbor Far vertex.</span>
01335         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFaceo0">FVBase</a>;
01336         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVRight= <a class="code" href="a03476.html#NL3D_1_1CTessFaceo1">FVLeft</a>;
01337         <span class="comment">// Patch coordinates.</span>
01338         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase= CParamCoord(PVLeft, PVRight);
01339         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>;
01340         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a>;
01341 
01342         <span class="comment">// linkRight Son.</span>
01343         <span class="comment">// link neighbor face.</span>
01344         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>;
01345         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>)      <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>-&gt;changeNeighbor(<span class="keyword">this</span>, SonRight);
01346         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FLeft= NULL;          <span class="comment">// Temporary. updated later.</span>
01347         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>;
01348         <span class="comment">// link neighbor vertex.</span>
01349         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>;
01350         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>;
01351         <span class="comment">// link neighbor Far vertex.</span>
01352         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FVLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFaceo2">FVRight</a>;
01353         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FVRight= <a class="code" href="a03476.html#NL3D_1_1CTessFaceo0">FVBase</a>;
01354         <span class="comment">// Patch coordinates.</span>
01355         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;PVBase= CParamCoord(PVLeft, PVRight);
01356         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;PVLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a>;
01357         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;PVRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>;
01358 
01359 
01360         <span class="comment">// FBase-&gt;FBase==this. Must Doesn't change this. Used and Updated in section 5. ...</span>
01361 
01362 
01363         <span class="comment">// 2. Update/Create Vertex infos.</span>
01364         <span class="comment">//-------------------------------</span>
01365 
01366         <span class="comment">// Must create/link *-&gt;VBase.</span>
01367         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>==NULL || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf())
01368         {
01369                 <span class="comment">// The base neighbor is a leaf or NULL. So must create the new vertex.</span>
01370                 CTessVertex     *newVertex= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
01371                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VBase= newVertex;
01372                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase= newVertex;
01373 
01374                 <span class="comment">// Compute pos.</span>
01375                 newVertex-&gt;StartPos= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;EndPos + <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;EndPos)/2;
01376                 newVertex-&gt;EndPos= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;computeVertex(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase.getS(), <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase.getT());
01377 
01378                 <span class="comment">// Init Pos= InitialPos. Important in the case of enforced split.</span>
01379                 newVertex-&gt;Pos= newVertex-&gt;StartPos;
01380 
01381                 <span class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</span>
01382                 newVertex-&gt;MaxFaceSize= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_3">Size</a>;
01383                 newVertex-&gt;MaxNearLimit= <a class="code" href="a03476.html#NL3D_1_1CTessFacea4">computeNearLimit</a>();
01384         }
01385         <span class="keywordflow">else</span>
01386         {
01387                 <span class="comment">// Else, get from neighbor.</span>
01388                 <span class="comment">// NB: since *FBase is not a leaf, FBase-&gt;SonLeft!=NULL...</span>
01389                 <span class="comment">// NB: this work with both rectangular and square triangles (see splitRectangular()).</span>
01390                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;VBase;
01391                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;VBase;
01392 
01393                 <span class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</span>
01394                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;MaxFaceSize= max( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;MaxFaceSize, Size);
01395                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;MaxNearLimit= max( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;MaxNearLimit, <a class="code" href="a03476.html#NL3D_1_1CTessFacea4">computeNearLimit</a>());
01396         }
01397 
01398 
01399         <span class="comment">// Must create/link *-&gt;FVBase.</span>
01400         <span class="comment">// HERE, we must create a FarVertex too if the neighbor is not of the same patch as me.</span>
01401         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>==NULL || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf() || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>)
01402         {
01403                 <span class="comment">// The base neighbor is a leaf or NULL. So must create the new far vertex.</span>
01404                 CTessFarVertex  *newFar= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFarVertex();
01405                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FVBase= newFar;
01406                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVBase= newFar;
01407 
01408                 <span class="comment">// Compute.</span>
01409                 newFar-&gt;Src= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase;
01410                 newFar-&gt;PCoord= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;PVBase;
01411 
01412                 <span class="comment">// Append.</span>
01413                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFarVertexToRenderList(newFar);
01414 
01415                 <span class="comment">// May Allocate/Fill VB.</span>
01416                 <span class="comment">// NB: SonLeft-&gt;VBase-&gt;Pos is well computed and ready for the fill in VB.</span>
01417                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkCreateVertexVBFar(newFar);
01418                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBFar(newFar);
01419 
01420                 <span class="comment">// For VertexProgram only, must refill the Far vertex of neighbor, </span>
01421                 <span class="comment">// because MaxFaceSize, and MaxNearLimit may have change.</span>
01422                 <span class="keywordflow">if</span>( CLandscapeGlobals::VertexProgramEnabled &amp;&amp; ! (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>==NULL || <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf()) )
01423                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch-&gt;checkFillVertexVBFar(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;FVBase);
01424         }
01425         <span class="keywordflow">else</span>
01426         {
01427                 <span class="comment">// Else, get from neighbor.</span>
01428                 <span class="comment">// NB: since *FBase is not a leaf, FBase-&gt;SonLeft!=NULL...</span>
01429                 <span class="comment">// NB: this work with both rectangular and square triangles (see splitRectangular()).</span>
01430                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FVBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;FVBase;
01431                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FVBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;FVBase;
01432 
01433                 <span class="comment">// NB For VertexProgram only: no need to refill the Far vertex of neighbor, because neighbor is of same Patch</span>
01434                 <span class="comment">// So MaxNearLimit and MaxFaceSize should be the same.</span>
01435         }
01436 
01437 
01438         <span class="comment">// 3. Update Tile infos.</span>
01439         <span class="comment">//----------------------</span>
01440         <span class="comment">// NB: must do it before appendFaceToRenderList().</span>
01441         <span class="comment">// NB: must do it after compute of SonLeft-&gt;VBase-&gt;Pos for good filling in VBuffer.</span>
01442         <span class="comment">// There is no problem with rectangular patch, since tiles are always squares.</span>
01443         <span class="comment">// If new tile ....</span>
01444         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level==<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
01445         {
01446                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;computeTileMaterial();
01447                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;computeTileMaterial();
01448         }
01449         <span class="comment">// else Tile herit.</span>
01450         <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;Level &gt; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
01451         {
01452                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced5">heritTileMaterial</a>();
01453         }
01454 
01455         <span class="comment">// For Vertex program only</span>
01456         <span class="keywordflow">if</span>( CLandscapeGlobals::VertexProgramEnabled )
01457         {
01458                 <span class="comment">// if neighbor face splitted, and if 2 different patchs, we must update the Tile vertices</span>
01459                 <span class="comment">// because MaxFaceSize and MaxNearLimit may have changed.</span>
01460                 <span class="keywordflow">if</span>( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>!=NULL &amp;&amp; !<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a> )
01461                 {
01462                         <span class="comment">// If neighbors sons at tile level, must update their Tile vertices.</span>
01463                         <span class="keywordflow">if</span>( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;Level &gt;= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch-&gt;TileLimitLevel )
01464                         {
01465                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;checkFillTileVB(IdUvBase);
01466                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonRight-&gt;checkFillTileVB(IdUvBase);
01467                         }
01468                 }
01469         }
01470 
01471 
01472         <span class="comment">// 4. Compute centers.</span>
01473         <span class="comment">//--------------------</span>
01474         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;computeSplitPoint();
01475         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;computeSplitPoint();
01476 
01477 
01478         <span class="comment">// 5. Propagate, or link sons of base.</span>
01479         <span class="comment">//------------------------------------</span>
01480         <span class="comment">// If current face and FBase has sons, just links.</span>
01481         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>==NULL)
01482         {
01483                 <span class="comment">// Just update sons neighbors.</span>
01484                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FRight= NULL;
01485                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FLeft= NULL;
01486         }
01487         <span class="keywordflow">else</span> <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf())
01488         {
01489                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *toLeft, *toRight;
01490                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *fl, *fr;
01491                 fl= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>;
01492                 fr= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>;
01493                 toLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft;
01494                 toRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonRight;
01495                 <span class="comment">// Cross connection of sons.</span>
01496                 <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isRectangular())
01497                 {
01498                         <span class="comment">// Case neigbhor is square.</span>
01499                         fl-&gt;FRight= toRight;
01500                         fr-&gt;FLeft= toLeft;
01501                         toLeft-&gt;FRight= fr;
01502                         toRight-&gt;FLeft= fl;
01503                 }
01504                 <span class="keywordflow">else</span>
01505                 {
01506                         <span class="comment">// Case neigbhor is rectangular.</span>
01507                         fl-&gt;FRight= toLeft;
01508                         fr-&gt;FLeft= toRight;
01509                         toLeft-&gt;FLeft= fl;
01510                         toRight-&gt;FLeft= fr;
01511                 }
01512         }
01513         <span class="keywordflow">else</span> <span class="keywordflow">if</span> (propagateSplit)
01514         {
01515                 <span class="comment">// Warning: at each iteration, the pointer of FBase may change (because of split() which can change the neighbor </span>
01516                 <span class="comment">// and so "this").</span>
01517                 <span class="keywordflow">while</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf())
01518                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;split();
01519 
01520                 <span class="comment">// There is a possible bug here (maybe easily patched). Sons may have be propagated splitted.</span>
01521                 <span class="comment">// And problems may arise because this face hasn't yet good connectivity.</span>
01522                 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;isLeaf());
01523         }
01524 
01525 
01526         <span class="comment">// 6. Must remove father from rdr list, and insert sons.</span>
01527         <span class="comment">//------------------------------------------------------</span>
01528         <span class="comment">// UGLY REFCOUNT SIDE EFFECT: do the append first.</span>
01529         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToRenderList(SonLeft);
01530         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToRenderList(SonRight);
01531         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFaceFromRenderList(<span class="keyword">this</span>);
01532 
01533 
01534         <span class="comment">// 7. Update priority list.</span>
01535         <span class="comment">//------------------------------------------------------</span>
01536         <span class="comment">// Since we are freshly splitted, unlink from any list, and link to the MergePriorityList, because must look </span>
01537         <span class="comment">// now when should merge.</span>
01538         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, 0, <span class="keyword">this</span>);
01539 
01540         <span class="comment">// Since we are split, no need to test father for merge, because it cannot!</span>
01541         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_0">Father</a>)
01542         {
01543                 <span class="comment">// remove father from any priority list.</span>
01544                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_0">Father</a>-&gt;unlinkInPList();
01545         }
01546 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFaced9" doxytag="NL3D::CTessFace::splitRectangular" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::splitRectangular </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>propagateSplit</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00911">911</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05863.html#l00896">NL3D::CLandscape::_MergePriorityList</a>, <a class="el" href="a06155.html#l00800">NL3D::CPatch::appendFaceToRenderList()</a>, <a class="el" href="a06155.html#l01040">NL3D::CPatch::appendFarVertexToRenderList()</a>, <a class="el" href="a06498.html#l00298">changeNeighbor()</a>, <a class="el" href="a06161.html#l01502">NL3D::CPatch::checkCreateVertexVBFar()</a>, <a class="el" href="a06497.html#l00424">checkFillTileVB()</a>, <a class="el" href="a06161.html#l01522">NL3D::CPatch::checkFillVertexVBFar()</a>, <a class="el" href="a06497.html#l00216">computeNearLimit()</a>, <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, <a class="el" href="a06155.html#l01338">NL3D::CPatch::computeVertex()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06498.html#l00243">Father</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a06498.html#l00282">FVBase</a>, <a class="el" href="a06498.html#l00282">FVLeft</a>, <a class="el" href="a06498.html#l00282">FVRight</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a06498.html#l00080">NL3D::CParamCoord::getS()</a>, <a class="el" href="a06498.html#l00081">NL3D::CParamCoord::getT()</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a06493.html#l00273">NL3D::CTessFacePriorityList::insert()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a06498.html#l00247">Level</a>, <a class="el" href="a06498.html#l00104">NL3D::CTessVertex::MaxFaceSize</a>, <a class="el" href="a06498.html#l00105">NL3D::CTessVertex::MaxNearLimit</a>, <a class="el" href="a05862.html#l03010">NL3D::CLandscape::newTessFace()</a>, <a class="el" href="a05862.html#l03034">NL3D::CLandscape::newTessFarVertex()</a>, <a class="el" href="a05862.html#l03022">NL3D::CLandscape::newTessVertex()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00240">Patch</a>, <a class="el" href="a06498.html#l00127">NL3D::CTessFarVertex::PCoord</a>, <a class="el" href="a06498.html#l00101">NL3D::CTessVertex::Pos</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00245">PVLeft</a>, <a class="el" href="a06498.html#l00245">PVRight</a>, <a class="el" href="a06155.html#l00848">NL3D::CPatch::removeFaceFromRenderList()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00274">Size</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06498.html#l00126">NL3D::CTessFarVertex::Src</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::StartPos</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, <a class="el" href="a06493.html#l00071">NL3D::CTessFacePListNode::unlinkInPList()</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01283">split()</a>.
<p>
<div class="fragment"><pre>00912 {
00913         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *f0= <span class="keyword">this</span>;
00914         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *f1= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>;
00915         <span class="comment">// Rectangular case: FBase must exist.</span>
00916         <a class="code" href="a04199.html#a6">nlassert</a>(f1);
00917 
00918         <span class="comment">// In rectangular case, we split at the same time this and FBase (f0 and f1).</span>
00919 
00920 
00921         <span class="comment">/*</span>
00922 <span class="comment">                Tesselation is:</span>
00923 <span class="comment">        </span>
00924 <span class="comment">       lt                    rt        lt        top         rt</span>
00925 <span class="comment">                ---------------------           ---------------------</span>
00926 <span class="comment">                |----               |           |\        |\        |</span>
00927 <span class="comment">                |    ----      f1   |           |  \  f1l |  \  f1r |</span>
00928 <span class="comment">                |        ----       |    --&gt;    |    \    |    \    |</span>
00929 <span class="comment">                |   f0       ----   |           | f0r  \  | f0l  \  |</span>
00930 <span class="comment">                |                ---|           |        \|        \|</span>
00931 <span class="comment">                ---------------------           ---------------------</span>
00932 <span class="comment">           lb                    rb        lb        bot         rb</span>
00933 <span class="comment"></span>
00934 <span class="comment">                Why? For symetry and bind/split reasons: FBase-&gt;SonLeft-&gt;VBase is always the good vertex to take </span>
00935 <span class="comment">                (see vertex binding).</span>
00936 <span class="comment">        */</span>
00937         CParamCoord             pclt= f1-&gt;PVLeft;
00938         CParamCoord             pclb= f0-&gt;PVBase;
00939         CParamCoord             pcrt= f1-&gt;PVBase;
00940         CParamCoord             pcrb= f1-&gt;PVRight;
00941         CTessVertex             *vlt= f1-&gt;VLeft;
00942         CTessVertex             *vlb= f0-&gt;VBase;
00943         CTessVertex             *vrt= f1-&gt;VBase;
00944         CTessVertex             *vrb= f1-&gt;VRight;
00945 
00946         CTessFarVertex  *farvlt= f1-&gt;FVLeft;
00947         CTessFarVertex  *farvlb= f0-&gt;FVBase;
00948         CTessFarVertex  *farvrt= f1-&gt;FVBase;
00949         CTessFarVertex  *farvrb= f1-&gt;FVRight;
00950 
00951 
00952         <span class="comment">// 1. create new vertices.</span>
00953         <span class="comment">//------------------------</span>
00954 
00955         <span class="comment">// Create splitted vertices.</span>
00956         CParamCoord             pctop(f1-&gt;PVBase, f1-&gt;PVLeft);
00957         CParamCoord             pcbot(f0-&gt;PVBase, f0-&gt;PVLeft);
00958         CTessVertex             *vtop= NULL;
00959         CTessVertex             *vbot= NULL;
00960         <span class="comment">// Compute top.</span>
00961         <span class="keywordflow">if</span>(f1-&gt;FLeft==NULL || f1-&gt;FLeft-&gt;isLeaf())
00962         {
00963                 <span class="comment">// The base neighbor is a leaf or NULL. So must create the new vertex.</span>
00964                 vtop= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
00965 
00966                 <span class="comment">// Compute pos.</span>
00967                 vtop-&gt;StartPos= (f1-&gt;VLeft-&gt;EndPos + f1-&gt;VBase-&gt;EndPos)/2;
00968                 vtop-&gt;EndPos= f1-&gt;Patch-&gt;computeVertex(pctop.getS(), pctop.getT());
00969                 <span class="comment">// Init Pos= InitialPos. Important in the case of enforced split.</span>
00970                 vtop-&gt;Pos= vtop-&gt;StartPos;
00971 
00972                 <span class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</span>
00973                 vtop-&gt;MaxFaceSize= f1-&gt;Size;
00974                 vtop-&gt;MaxNearLimit= f1-&gt;computeNearLimit();
00975         }
00976         <span class="keywordflow">else</span>
00977         {
00978                 <span class="comment">// Else, get from neighbor.</span>
00979                 <span class="comment">// NB: since *FLeft is not a leaf, FBase-&gt;SonLeft!=NULL...</span>
00980                 <span class="comment">// NB: this work with both rectangular and square triangles.</span>
00981                 vtop= f1-&gt;FLeft-&gt;SonLeft-&gt;VBase;
00982 
00983                 <span class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</span>
00984                 vtop-&gt;MaxFaceSize= max( vtop-&gt;MaxFaceSize, f1-&gt;Size);
00985                 vtop-&gt;MaxNearLimit= max( vtop-&gt;MaxNearLimit, f1-&gt;computeNearLimit());
00986         }
00987         <span class="comment">// Compute bot.</span>
00988         <span class="keywordflow">if</span>(f0-&gt;FLeft==NULL || f0-&gt;FLeft-&gt;isLeaf())
00989         {
00990                 <span class="comment">// The base neighbor is a leaf or NULL. So must create the new vertex.</span>
00991                 vbot= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
00992 
00993                 <span class="comment">// Compute pos.</span>
00994                 vbot-&gt;StartPos= (f0-&gt;VLeft-&gt;EndPos + f0-&gt;VBase-&gt;EndPos)/2;
00995                 vbot-&gt;EndPos= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;computeVertex(pcbot.getS(), pcbot.getT());
00996                 <span class="comment">// Init Pos= InitialPos. Important in the case of enforced split.</span>
00997                 vbot-&gt;Pos= vbot-&gt;StartPos;
00998 
00999                 <span class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</span>
01000                 vbot-&gt;MaxFaceSize= f0-&gt;Size;
01001                 vbot-&gt;MaxNearLimit= f0-&gt;computeNearLimit();
01002         }
01003         <span class="keywordflow">else</span>
01004         {
01005                 <span class="comment">// Else, get from neighbor.</span>
01006                 <span class="comment">// NB: since *FLeft is not a leaf, FBase-&gt;SonLeft!=NULL...</span>
01007                 <span class="comment">// NB: this work with both rectangular and square triangles.</span>
01008                 vbot= f0-&gt;FLeft-&gt;SonLeft-&gt;VBase;
01009 
01010                 <span class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</span>
01011                 vbot-&gt;MaxFaceSize= max( vbot-&gt;MaxFaceSize, f0-&gt;Size);
01012                 vbot-&gt;MaxNearLimit= max( vbot-&gt;MaxNearLimit, f0-&gt;computeNearLimit());
01013         }
01014 
01015         <span class="comment">// In all case, must create new FarVertices, since rect split occurs on border!!</span>
01016         CTessFarVertex  *farvtop= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFarVertex();
01017         CTessFarVertex  *farvbot= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFarVertex();
01018         farvtop-&gt;Src= vtop;
01019         farvbot-&gt;Src= vbot;
01020         farvtop-&gt;PCoord= pctop;
01021         farvbot-&gt;PCoord= pcbot;
01022         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFarVertexToRenderList(farvtop);
01023         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFarVertexToRenderList(farvbot);
01024         <span class="comment">// May Allocate/Fill VB.</span>
01025         <span class="comment">// NB: vtop / vbot are well computed  and ready for the fill in VB.</span>
01026         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkCreateVertexVBFar(farvtop);
01027         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBFar(farvtop);
01028         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkCreateVertexVBFar(farvbot);
01029         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBFar(farvbot);
01030 
01031         <span class="comment">// For VertexProgram only, must refill the Far vertex of neighbor(s), </span>
01032         <span class="comment">// because MaxFaceSize, and MaxNearLimit may have change.</span>
01033         <span class="keywordflow">if</span>( CLandscapeGlobals::VertexProgramEnabled )
01034         {
01035                 <span class="comment">// f0</span>
01036                 <span class="keywordflow">if</span>( ! (f0-&gt;FLeft==NULL || f0-&gt;FLeft-&gt;isLeaf()) )
01037                         f0-&gt;FLeft-&gt;Patch-&gt;checkFillVertexVBFar(f0-&gt;FLeft-&gt;SonLeft-&gt;FVBase);
01038                 <span class="comment">// f1</span>
01039                 <span class="keywordflow">if</span>( ! (f1-&gt;FLeft==NULL || f1-&gt;FLeft-&gt;isLeaf()) )
01040                         f1-&gt;FLeft-&gt;Patch-&gt;checkFillVertexVBFar(f1-&gt;FLeft-&gt;SonLeft-&gt;FVBase);
01041         }
01042 
01043         
01044         <span class="comment">// 2. Create sons, and update links.</span>
01045         <span class="comment">//----------------------------------</span>
01046 
01047         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *f0l, *f0r;
01048         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *f1l, *f1r;
01049 
01050         <span class="comment">// create and bind Sons.</span>
01051         f0l= f0-&gt;SonLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01052         f0r= f0-&gt;SonRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01053         f1l= f1-&gt;SonLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01054         f1r= f1-&gt;SonRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01055 
01056         <span class="comment">// subdivision left.</span>
01057         f0l-&gt;Patch= f0-&gt;Patch;
01058         f0l-&gt;Father= f0;
01059         f0l-&gt;Level= f0-&gt;Level+1;
01060         f0l-&gt;Size= f0-&gt;Size*0.5f;
01061         <span class="comment">// subdivision right.</span>
01062         f0r-&gt;Patch= f0-&gt;Patch;
01063         f0r-&gt;Father= f0;
01064         f0r-&gt;Level= f0-&gt;Level+1;
01065         f0r-&gt;Size= f0-&gt;Size*0.5f;
01066         <span class="comment">// subdivision left.</span>
01067         f1l-&gt;Patch= f1-&gt;Patch;
01068         f1l-&gt;Father= f1;
01069         f1l-&gt;Level= f1-&gt;Level+1;
01070         f1l-&gt;Size= f1-&gt;Size*0.5f;
01071         <span class="comment">// subdivision right.</span>
01072         f1r-&gt;Patch= f1-&gt;Patch;
01073         f1r-&gt;Father= f1;
01074         f1r-&gt;Level= f1-&gt;Level+1;
01075         f1r-&gt;Size= f1-&gt;Size*0.5f;
01076 
01077         <span class="comment">// Patch coordinates.</span>
01078         f0r-&gt;PVRight= pclt;
01079         f0r-&gt;PVBase= pclb;
01080         f0r-&gt;PVLeft= pcbot;
01081         f1l-&gt;PVBase= pctop;
01082         f1l-&gt;PVLeft= f0r-&gt;PVRight;
01083         f1l-&gt;PVRight= f0r-&gt;PVLeft;
01084 
01085         f0l-&gt;PVRight= pctop;
01086         f0l-&gt;PVBase= pcbot;
01087         f0l-&gt;PVLeft= pcrb;
01088         f1r-&gt;PVBase= pcrt;
01089         f1r-&gt;PVLeft= f0l-&gt;PVRight;
01090         f1r-&gt;PVRight= f0l-&gt;PVLeft;
01091 
01092         <span class="comment">// link existing vertex.</span>
01093         f0r-&gt;VRight= vlt;
01094         f0r-&gt;VBase= vlb;
01095         f0r-&gt;VLeft= vbot;
01096         f1l-&gt;VBase= vtop;
01097         f1l-&gt;VLeft= f0r-&gt;VRight;
01098         f1l-&gt;VRight= f0r-&gt;VLeft;
01099 
01100         f0l-&gt;VRight= vtop;
01101         f0l-&gt;VBase= vbot;
01102         f0l-&gt;VLeft= vrb;
01103         f1r-&gt;VBase= vrt;
01104         f1r-&gt;VLeft= f0l-&gt;VRight;
01105         f1r-&gt;VRight= f0l-&gt;VLeft;
01106 
01107         <span class="comment">// link Far vertices.</span>
01108         f0r-&gt;FVRight= farvlt;
01109         f0r-&gt;FVBase= farvlb;
01110         f0r-&gt;FVLeft= farvbot;
01111         f1l-&gt;FVBase= farvtop;
01112         f1l-&gt;FVLeft= f0r-&gt;FVRight;
01113         f1l-&gt;FVRight= f0r-&gt;FVLeft;
01114 
01115         f0l-&gt;FVRight= farvtop;
01116         f0l-&gt;FVBase= farvbot;
01117         f0l-&gt;FVLeft= farvrb;
01118         f1r-&gt;FVBase= farvrt;
01119         f1r-&gt;FVLeft= f0l-&gt;FVRight;
01120         f1r-&gt;FVRight= f0l-&gt;FVLeft;
01121 
01122         <span class="comment">// link neigbhor faces.</span>
01123         f0r-&gt;FBase= f1l;
01124         f1l-&gt;FBase= f0r;
01125         f0l-&gt;FBase= f1r;
01126         f1r-&gt;FBase= f0l;
01127         f1l-&gt;FRight= f0l;
01128         f0l-&gt;FRight= f1l;
01129         f0r-&gt;FRight= f0-&gt;FRight;
01130         <span class="keywordflow">if</span>(f0-&gt;FRight)
01131                 f0-&gt;FRight-&gt;changeNeighbor(f0, f0r);
01132         f1r-&gt;FRight= f1-&gt;FRight;
01133         <span class="keywordflow">if</span>(f1-&gt;FRight)
01134                 f1-&gt;FRight-&gt;changeNeighbor(f1, f1r);
01135         <span class="comment">// 4 links (all FLeft sons ) are stil invalid here.</span>
01136         f0l-&gt;FLeft= NULL;
01137         f0r-&gt;FLeft= NULL;
01138         f1l-&gt;FLeft= NULL;
01139         f1r-&gt;FLeft= NULL;
01140 
01141         <span class="comment">// Neigbors pointers of undetermined splitted face are not changed. Must Doesn't change this. </span>
01142         <span class="comment">// Used and Updated in section 5. ...</span>
01143 
01144 
01145         <span class="comment">// 3. Update Tile infos.</span>
01146         <span class="comment">//----------------------</span>
01147         <span class="comment">// There is no update tileinfo with rectangular patch, since tiles are always squares. (TileLimitLevel&gt;SquareLimitLevel).</span>
01148 
01149         <span class="comment">// NB: but must test update of tile info for neighboring, ie 2 faces around the splits.</span>
01150         <span class="comment">// For Vertex program only</span>
01151         <span class="keywordflow">if</span>( CLandscapeGlobals::VertexProgramEnabled )
01152         {
01153                 <span class="comment">// if neighbor face splitted, and if 2 different patchs, we must update the Tile vertices</span>
01154                 <span class="comment">// because MaxFaceSize and MaxNearLimit may have changed.</span>
01155                 <span class="keywordflow">if</span>( f0-&gt;FLeft!=NULL &amp;&amp; !f0-&gt;FLeft-&gt;isLeaf() &amp;&amp; f0-&gt;FLeft-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a> )
01156                 {
01157                         <span class="comment">// If neighbors sons at tile level, must update their Tile vertices.</span>
01158                         <span class="keywordflow">if</span>( f0-&gt;FLeft-&gt;SonLeft-&gt;Level &gt;= f0-&gt;FLeft-&gt;Patch-&gt;TileLimitLevel )
01159                         {
01160                                 f0-&gt;FLeft-&gt;SonLeft-&gt;checkFillTileVB(IdUvBase);
01161                                 f0-&gt;FLeft-&gt;SonRight-&gt;checkFillTileVB(IdUvBase);
01162                         }
01163                 }
01164                 <span class="comment">// idem for f1.</span>
01165                 <span class="keywordflow">if</span>( f1-&gt;FLeft!=NULL &amp;&amp; !f1-&gt;FLeft-&gt;isLeaf() &amp;&amp; f1-&gt;FLeft-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a> )
01166                 {
01167                         <span class="comment">// If neighbors sons at tile level, must update their Tile vertices.</span>
01168                         <span class="keywordflow">if</span>( f1-&gt;FLeft-&gt;SonLeft-&gt;Level &gt;= f1-&gt;FLeft-&gt;Patch-&gt;TileLimitLevel )
01169                         {
01170                                 f1-&gt;FLeft-&gt;SonLeft-&gt;checkFillTileVB(IdUvBase);
01171                                 f1-&gt;FLeft-&gt;SonRight-&gt;checkFillTileVB(IdUvBase);
01172                         }
01173                 }
01174         }
01175 
01176 
01177         <span class="comment">// 4. Compute centers.</span>
01178         <span class="comment">//--------------------</span>
01179         f0r-&gt;computeSplitPoint();
01180         f0l-&gt;computeSplitPoint();
01181         f1r-&gt;computeSplitPoint();
01182         f1l-&gt;computeSplitPoint();
01183 
01184 
01185         <span class="comment">// 5. Propagate, or link sons of base.</span>
01186         <span class="comment">//------------------------------------</span>
01187         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;2;i++)
01188         {
01189                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *f, *fl, *fr;
01190                 <span class="comment">// TOP face.</span>
01191                 <span class="keywordflow">if</span>(i==0)
01192                 {
01193                         f= f1;
01194                         fl= f1l;
01195                         fr= f1r;
01196                 }
01197                 <span class="comment">// then BOT face.</span>
01198                 <span class="keywordflow">else</span>
01199                 {
01200                         f= f0;
01201                         fl= f0l;
01202                         fr= f0r;
01203                 }
01204 
01205                 <span class="comment">// If current face and FBase has sons, just links.</span>
01206                 <span class="keywordflow">if</span>(f-&gt;FLeft==NULL)
01207                 {
01208                         <span class="comment">// Just update sons neighbors.</span>
01209                         fl-&gt;FLeft= NULL;
01210                         fr-&gt;FLeft= NULL;
01211                 }
01212                 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(!f-&gt;FLeft-&gt;isLeaf())
01213                 {
01214                         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *toLeft, *toRight;
01215                         toLeft= f-&gt;FLeft-&gt;SonLeft;
01216                         toRight= f-&gt;FLeft-&gt;SonRight;
01217                         <span class="comment">// Cross connection of sons.</span>
01218                         <span class="keywordflow">if</span>( !f-&gt;FLeft-&gt;isRectangular() )
01219                         {
01220                                 <span class="comment">// Case neigbhor is square.</span>
01221                                 fl-&gt;FLeft= toLeft;
01222                                 fr-&gt;FLeft= toRight;
01223                                 toLeft-&gt;FRight= fl;
01224                                 toRight-&gt;FLeft= fr;
01225                         }
01226                         <span class="keywordflow">else</span>
01227                         {
01228                                 <span class="comment">// Case neigbhor is rectangle.</span>
01229                                 fl-&gt;FLeft= toRight;
01230                                 fr-&gt;FLeft= toLeft;
01231                                 toLeft-&gt;FLeft= fr;
01232                                 toRight-&gt;FLeft= fl;
01233                         }
01234                 }
01235                 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (propagateSplit)
01236                 {
01237                         <span class="comment">// Warning: at each iteration, the pointer of FLeft may change (because of split() which can change the neighbor </span>
01238                         <span class="comment">// and so f).</span>
01239                         <span class="keywordflow">while</span>(f-&gt;FLeft-&gt;isLeaf())
01240                                 f-&gt;FLeft-&gt;split();
01241 
01242                         <span class="comment">// There is a possible bug here (maybe easily patched). Sons may have be propagated splitted.</span>
01243                         <span class="comment">// And problems may arise because this face hasn't yet good connectivity (especially for rectangles!! :) ).</span>
01244                         <a class="code" href="a04199.html#a6">nlassert</a>(fl-&gt;isLeaf() &amp;&amp; fr-&gt;isLeaf());
01245                 }
01246         }
01247 
01248         
01249         <span class="comment">// 6. Must remove father from rdr list, and insert sons.</span>
01250         <span class="comment">//------------------------------------------------------</span>
01251         <span class="comment">// UGLY REFCOUNT SIDE EFFECT: do the append first.</span>
01252         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToRenderList(f0l);
01253         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToRenderList(f0r);
01254         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToRenderList(f1l);
01255         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;appendFaceToRenderList(f1r);
01256         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFaceFromRenderList(f0);
01257         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;removeFaceFromRenderList(f1);
01258 
01259 
01260         <span class="comment">// 7. Update priority list.</span>
01261         <span class="comment">//------------------------------------------------------</span>
01262         <span class="comment">// Since we are freshly splitted, unlink from any list, and link to the MergePriorityList, because must look </span>
01263         <span class="comment">// now when should merge.</span>
01264         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, 0, f0);
01265         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, 0, f1);
01266 
01267         <span class="comment">// Since we are split, no need to test father for merge, because it cannot!</span>
01268         <span class="keywordflow">if</span>(f0-&gt;Father)
01269         {
01270                 <span class="comment">// remove father from any priority list.</span>
01271                 f0-&gt;Father-&gt;unlinkInPList();
01272         }
01273         <span class="keywordflow">if</span>(f1-&gt;Father)
01274         {
01275                 <span class="comment">// remove father from any priority list.</span>
01276                 f1-&gt;Father-&gt;unlinkInPList();
01277         }
01278 
01279 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea26" doxytag="NL3D::CTessFace::unbind" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::unbind </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l02274">2274</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06498.html#l00298">changeNeighbor()</a>, <a class="el" href="a06497.html#l00216">computeNearLimit()</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a06498.html#l00104">NL3D::CTessVertex::MaxFaceSize</a>, <a class="el" href="a06498.html#l00105">NL3D::CTessVertex::MaxNearLimit</a>, <a class="el" href="a05862.html#l03022">NL3D::CLandscape::newTessVertex()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00240">Patch</a>, <a class="el" href="a06498.html#l00274">Size</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>.
<p>
<div class="fragment"><pre>02275 {
02276         <span class="comment">// NB: since CantMergeFace has a NULL patch ptr, it is unbound too.</span>
02277 
02278         <span class="comment">// Square case.</span>
02279         <span class="comment">//=============</span>
02280         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
02281         {
02282                 <span class="comment">// Change Left/Right neighbors.</span>
02283                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02284                 {
02285                         <span class="comment">// FLeft and FRight pointers are only valid in Leaves nodes.</span>
02286                         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>)
02287                         {
02288                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;changeNeighbor(<span class="keyword">this</span>, NULL);
02289                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>= NULL;
02290                         }
02291                         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>)
02292                         {
02293                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>-&gt;changeNeighbor(<span class="keyword">this</span>, NULL);
02294                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>= NULL;
02295                         }
02296                 }
02297                 <span class="comment">// Change Base neighbors.</span>
02298                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>)
02299                 {
02300                         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *oldNeigbhorFace= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>;
02301 
02302                         FBase-&gt;changeNeighbor(<span class="keyword">this</span>, NULL);
02303                         FBase= NULL;
02304                         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02305                         {
02306                                 <span class="comment">// Duplicate the VBase of sons, so the unbind is correct and no vertices are shared.</span>
02307                                 CTessVertex     *old= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase;
02308                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
02309                                 *(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase)= *old;
02310                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase;
02311 
02312                                 <span class="comment">// For geomorph (VertexProgram or soft), compute good MaxFaceSize and MaxNearLimit (change since unbinded)</span>
02313                                 <span class="comment">// update us.</span>
02314                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;MaxFaceSize= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_3">Size</a>;
02315                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;MaxNearLimit= <a class="code" href="a03476.html#NL3D_1_1CTessFacea4">computeNearLimit</a>();
02316                                 <span class="comment">// update our neigbhor, only if not a multiple patch face.</span>
02317                                 <span class="keywordflow">if</span>(oldNeigbhorFace-&gt;Patch)
02318                                 {
02319                                         old-&gt;MaxFaceSize= oldNeigbhorFace-&gt;Size;
02320                                         old-&gt;MaxNearLimit= oldNeigbhorFace-&gt;computeNearLimit();
02321                                 }
02322                         }
02323                 }
02324         }
02325         <span class="comment">// Rectangular case.</span>
02326         <span class="comment">//==================</span>
02327         <span class="keywordflow">else</span>
02328         {
02329                 <span class="comment">// Doens't need to test FBase, since must be same patch.</span>
02330                 <span class="comment">// In rectangular, FLeft has the behavior of FBase in square case.</span>
02331                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>)
02332                 {
02333                         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *oldNeigbhorFace= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_2">FLeft</a>;
02334 
02335                         FLeft-&gt;changeNeighbor(<span class="keyword">this</span>, NULL);
02336                         FLeft= NULL;
02337                         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02338                         {
02339                                 <span class="comment">// Duplicate the VBase of sons, so the unbind is correct and no vertices are shared.</span>
02340                                 <span class="comment">// NB: this code is a bit different from square case.</span>
02341                                 CTessVertex     *old= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase;
02342                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
02343                                 *(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase)= *old;
02344                                 <span class="comment">// This is the difference:  (see rectangle tesselation rules).</span>
02345                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase;
02346                                 <span class="comment">// Yoyo_patch_himself (12/02/2001): I forgot this one!!</span>
02347                                 <a class="code" href="a04199.html#a6">nlassert</a>(FBase &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft);
02348                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;VRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase;
02349 
02350 
02351                                 <span class="comment">// For geomorph (VertexProgram or soft), compute good MaxFaceSize and MaxNearLimit (change since unbinded)</span>
02352                                 <span class="comment">// update us.</span>
02353                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;MaxFaceSize= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_3">Size</a>;
02354                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;MaxNearLimit= <a class="code" href="a03476.html#NL3D_1_1CTessFacea4">computeNearLimit</a>();
02355                                 <span class="comment">// update our neigbhor, only if not a multiple patch face.</span>
02356                                 <span class="keywordflow">if</span>(oldNeigbhorFace-&gt;Patch)
02357                                 {
02358                                         old-&gt;MaxFaceSize= oldNeigbhorFace-&gt;Size;
02359                                         old-&gt;MaxNearLimit= oldNeigbhorFace-&gt;computeNearLimit();
02360                                 }
02361                         }
02362                 }
02363                 <span class="comment">// But FRight still valid in leaves nodes only.</span>
02364                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02365                 {
02366                         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>-&gt;Patch!=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>)
02367                         {
02368                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>-&gt;changeNeighbor(<span class="keyword">this</span>, NULL);
02369                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_3">FRight</a>= NULL;
02370                         }
02371                 }
02372         }
02373 
02374         <span class="comment">// Propagate unbind.</span>
02375         <span class="comment">//==================</span>
02376         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02377         {
02378                 <span class="comment">// update sons vertex pointers (since they may have been updated by me or my grandfathers).</span>
02379                 <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
02380                 {
02381                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>;
02382                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>;
02383                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>;
02384                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>;
02385                 }
02386                 <span class="keywordflow">else</span>
02387                 {
02388                         <span class="comment">// Rectangular case. Update only ptrs which may have changed.</span>
02389                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VLeft= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>;
02390                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VBase= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>;
02391                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VRight= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>;
02392                 }
02393 
02394                 <span class="comment">// Must re-create good Vertex links for Far and Near Vertices!!!</span>
02395                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;updateNearFarVertices();
02396                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;updateNearFarVertices();
02397                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
02398                 {
02399                         <span class="comment">//NB: must do this for Base neighbor (see unbind() rectangular case...).</span>
02400                         <a class="code" href="a04199.html#a6">nlassert</a>(FBase &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonRight);
02401                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonLeft-&gt;updateNearFarVertices();
02402                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;SonRight-&gt;updateNearFarVertices();
02403                 }
02404 
02405                 <span class="comment">// unbind the sons.</span>
02406                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;unbind();
02407                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;unbind();
02408         }
02409 
02410 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacePListNodea7" doxytag="NL3D::CTessFace::unlinkInPList" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFacePListNode::unlinkInPList </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inherited]</code></td>
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    </td>
    <td>

<p>
if linked, unlink this node from his list. 
<p>

<p>
Definition at line <a class="el" href="a06493.html#l00071">71</a> of file <a class="el" href="a06493.html">tess_face_priority_list.cpp</a>.
<p>
References <a class="el" href="a06494.html#l00088">NL3D::CTessFacePListNode::_NextTessFaceInPList</a>, and <a class="el" href="a06494.html#l00087">NL3D::CTessFacePListNode::_PrecTessFaceInPList</a>.
<p>
Referenced by <a class="el" href="a06493.html#l00438">NL3D::CTessFacePriorityList::CRollingTable::clearRollTableEntry()</a>, <a class="el" href="a05862.html#l03052">NL3D::CLandscape::deleteTessFace()</a>, <a class="el" href="a06493.html#l00314">NL3D::CTessFacePriorityList::shift()</a>, <a class="el" href="a06493.html#l00368">NL3D::CTessFacePriorityList::shiftAll()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>, and <a class="el" href="a06494.html#l00057">NL3D::CTessFacePListNode::~CTessFacePListNode()</a>.
<p>
<div class="fragment"><pre>00072 {
00073         <span class="comment">/*</span>
00074 <span class="comment">                NB: if this node was empty (this, this), this is a No-Op.</span>
00075 <span class="comment">                If this node was the last of a list, then the root correctly get (&amp;root, &amp;root) after this.</span>
00076 <span class="comment">        */</span>
00077         <span class="comment">// unlink old list from me.</span>
00078         _PrecTessFaceInPList-&gt;_NextTessFaceInPList= _NextTessFaceInPList;
00079         _NextTessFaceInPList-&gt;_PrecTessFaceInPList= _PrecTessFaceInPList;
00080 
00081         <span class="comment">// reset to empty node.</span>
00082         _PrecTessFaceInPList= <span class="keyword">this</span>;
00083         _NextTessFaceInPList= <span class="keyword">this</span>;
00084 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea28" doxytag="NL3D::CTessFace::updateBind" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::updateBind </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l02860">2860</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l02544">updateBindEdge()</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>.
<p>
<div class="fragment"><pre>02861 {
02862         <span class="comment">/*</span>
02863 <span class="comment">                Remind that updateBind() is called ONLY on the patch which is binded (not the neighbors).</span>
02864 <span class="comment">                Since updateBind() is called on the bintree, and that precedent propagated split may have occur, we may not</span>
02865 <span class="comment">                be a leaf here. So we are not sure that FLeft and FRight are good, and we doesn't need to update them (since we have</span>
02866 <span class="comment">                sons).</span>
02867 <span class="comment">                Also, since we are splitted, and correctly linked (this may not be the case in updateBindAndSplit()), FBase IS</span>
02868 <span class="comment">                correct. His FBase neighbor and him form a diamond. So we don't need to update him.</span>
02869 <span class="comment"></span>
02870 <span class="comment">                Same remarks for rectangular patchs.</span>
02871 <span class="comment">        */</span>
02872         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02873         {
02874                 <span class="keywordtype">bool</span>    splitWanted= <span class="keyword">false</span>;
02875                 <span class="keywordflow">while</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea30">updateBindEdge</a>(FBase, splitWanted));
02876                 <span class="comment">// FLeft and FRight pointers are only valid in Leaves nodes.</span>
02877                 <span class="keywordflow">while</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea30">updateBindEdge</a>(FLeft, splitWanted));
02878                 <span class="keywordflow">while</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea30">updateBindEdge</a>(FRight, splitWanted));
02879                 <span class="keywordflow">if</span>(splitWanted)
02880                         <a class="code" href="a03476.html#NL3D_1_1CTessFacea29">updateBindAndSplit</a>();
02881         }
02882 
02883 
02884         <span class="comment">// Recurse to sons.</span>
02885         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02886         {
02887                 <span class="comment">// Update bind of sons.</span>
02888                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;updateBind();
02889                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;updateBind();
02890         }
02891 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea29" doxytag="NL3D::CTessFace::updateBindAndSplit" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::updateBindAndSplit </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l02643">2643</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00156">CantMergeFace</a>, <a class="el" href="a06498.html#l00298">changeNeighbor()</a>, <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, <a class="el" href="a05862.html#l03061">NL3D::CLandscape::deleteTessVertex()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00240">Patch</a>, <a class="el" href="a06498.html#l00101">NL3D::CTessVertex::Pos</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, <a class="el" href="a06498.html#l00243">SonRight</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::StartPos</a>, <a class="el" href="a06497.html#l02544">updateBindEdge()</a>, <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>, <a class="el" href="a06498.html#l00241">VBase</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02860">updateBind()</a>.
<p>
<div class="fragment"><pre>02644 {
02645         <span class="keywordtype">bool</span>    splitWanted= <span class="keyword">false</span>;
02646         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *f0= NULL;
02647         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *f1= NULL;
02648         <span class="comment">/*</span>
02649 <span class="comment">                Look at the callers, and you'll see that "this" is always a leaf.</span>
02650 <span class="comment">                Therefore, FBase, FLeft and FRight are good pointers, and *FLeft and *FRight should be Ok too.</span>
02651 <span class="comment">        */</span>
02652         <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
02653         <span class="keywordflow">while</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea30">updateBindEdge</a>(FBase, splitWanted));
02654         <span class="comment">// FLeft and FRight pointers are only valid in Leaves nodes.</span>
02655         <span class="keywordflow">while</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea30">updateBindEdge</a>(FLeft, splitWanted));
02656         <span class="keywordflow">while</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea30">updateBindEdge</a>(FRight, splitWanted));
02657         <span class="comment">// In rectangular case, we MUST also update edges of FBase.</span>
02658         <span class="comment">// Because splitRectangular() split those two faces at the same time.</span>
02659         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
02660         {
02661                 f0= <span class="keyword">this</span>;
02662                 f1= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>;
02663                 <a class="code" href="a04199.html#a6">nlassert</a>(FBase);
02664                 <a class="code" href="a04199.html#a6">nlassert</a>(FBase-&gt;isLeaf());
02665                 <span class="comment">// Doesn't need to update FBase-&gt;FBase, since it's me!</span>
02666                 <span class="comment">// FLeft and FRight pointers are only valid in Leaves nodes.</span>
02667                 <span class="keywordflow">while</span>(!FBase-&gt;updateBindEdge(FBase-&gt;FLeft, splitWanted));
02668                 <span class="keywordflow">while</span>(!FBase-&gt;updateBindEdge(FBase-&gt;FRight, splitWanted));
02669         }
02670 
02671 
02672 
02673         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *fmult= NULL;
02674         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *fmult0= NULL;
02675         <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *fmult1= NULL;
02676         <span class="comment">// If multipatch face case.</span>
02677         <span class="comment">//=========================</span>
02678         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
02679         {
02680                 <span class="comment">// multipatch face case are detected when face-&gt;Patch==NULL !!!</span>
02681                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a> &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;Patch==NULL)
02682                 {
02683                         fmult= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>;
02684                         <span class="comment">// First, trick: FBase is NULL, so during the split. =&gt; no ptr problem.</span>
02685                         FBase= NULL;
02686                 }
02687         }
02688         <span class="keywordflow">else</span>
02689         {
02690                 <span class="comment">// multipatch face case are detected when face-&gt;Patch==NULL !!!</span>
02691                 <span class="keywordflow">if</span>(f0-&gt;FLeft &amp;&amp; f0-&gt;FLeft-&gt;Patch==NULL)
02692                 {
02693                         fmult0= f0-&gt;FLeft;
02694                         <span class="comment">// First, trick: neighbor is NULL, so during the split. =&gt; no ptr problem.</span>
02695                         f0-&gt;FLeft= NULL;
02696                 }
02697                 <span class="comment">// multipatch face case are detected when face-&gt;Patch==NULL !!!</span>
02698                 <span class="keywordflow">if</span>(f1-&gt;FLeft &amp;&amp; f1-&gt;FLeft-&gt;Patch==NULL)
02699                 {
02700                         fmult1= f1-&gt;FLeft;
02701                         <span class="comment">// First, trick: neighbor is NULL, so during the split. =&gt; no ptr problem.</span>
02702                         f1-&gt;FLeft= NULL;
02703                 }
02704         }
02705 
02706         <span class="comment">// Then split, and propagate.</span>
02707         <span class="comment">//===========================</span>
02708         <a class="code" href="a03476.html#NL3D_1_1CTessFacea25">split</a>(<span class="keyword">false</span>);
02709         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>())
02710         {
02711                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>)
02712                 {
02713                         <span class="keywordflow">while</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;isLeaf())
02714                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>-&gt;updateBindAndSplit();
02715                 }
02716                 <span class="comment">// There is a possible bug here (maybe easily patched). Sons may have be propagated splitted.</span>
02717                 <span class="comment">// And problems may arise because this face hasn't yet good connectivity.</span>
02718                 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;isLeaf());
02719         }
02720         <span class="keywordflow">else</span>
02721         {
02722                 <span class="keywordflow">if</span>(f0-&gt;FLeft)
02723                 {
02724                         <span class="keywordflow">while</span>(f0-&gt;FLeft-&gt;isLeaf())
02725                                 f0-&gt;FLeft-&gt;updateBindAndSplit();
02726                 }
02727                 <span class="keywordflow">if</span>(f1-&gt;FLeft)
02728                 {
02729                         <span class="keywordflow">while</span>(f1-&gt;FLeft-&gt;isLeaf())
02730                                 f1-&gt;FLeft-&gt;updateBindAndSplit();
02731                 }
02732                 <span class="comment">// There is a possible bug here (maybe easily patched). Sons may have be propagated splitted.</span>
02733                 <span class="comment">// And problems may arise because this face hasn't yet good connectivity.</span>
02734                 <a class="code" href="a04199.html#a6">nlassert</a>(f0-&gt;SonLeft-&gt;isLeaf() &amp;&amp; f0-&gt;SonRight-&gt;isLeaf());
02735                 <a class="code" href="a04199.html#a6">nlassert</a>(f1-&gt;SonLeft-&gt;isLeaf() &amp;&amp; f1-&gt;SonRight-&gt;isLeaf());
02736         }
02737 
02738 
02739         <span class="comment">// If multipatch face case, update neighbors.</span>
02740         <span class="comment">//===========================================</span>
02741         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea15">isRectangular</a>() &amp;&amp; fmult)
02742         {
02743                 <span class="comment">// Update good Face neighbors.</span>
02744                 <span class="comment">//============================</span>
02745                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;FRight= fmult-&gt;SonRight;
02746                 fmult-&gt;SonRight-&gt;changeNeighbor(&amp;CTessFace::MultipleBindFace, SonLeft);
02747 
02748                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;FLeft= fmult-&gt;SonLeft;
02749                 fmult-&gt;SonLeft-&gt;changeNeighbor(&amp;CTessFace::MultipleBindFace, SonRight);
02750 
02751                 <span class="comment">// NB: this work auto with 1/2 or 1/4. See CPatch::bind(), to understand.</span>
02752                 <span class="comment">// In 1/4 case, fmult-&gt;SonLeft and fmult-&gt;SonRight are themselves MultiPatch face. So it will recurse.</span>
02753 
02754                 <span class="comment">// Update good vertex pointer.</span>
02755                 <span class="comment">//============================</span>
02756                 CTessVertex     *vert= fmult-&gt;VBase;
02757 
02758                 <span class="comment">// Copy the good coordinate: those splitted (because of noise).</span>
02759                 vert-&gt;Pos= vert-&gt;StartPos= vert-&gt;EndPos= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase-&gt;EndPos;
02760                 <span class="comment">// But delete the pointer.</span>
02761                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessVertex(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase);
02762                 <span class="comment">// And update sons pointers, to good vertex.</span>
02763                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;VBase= vert;
02764                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;VBase= vert;
02765                 <span class="comment">// Compute correct centers.</span>
02766                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;computeSplitPoint();
02767                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;computeSplitPoint();
02768 
02769 
02770                 <span class="comment">// Update good Far vertex pointer.</span>
02771                 <span class="comment">//================================</span>
02772                 <span class="comment">// Because *-&gt;VBase may have been merged to the multiple bind face, Near/FarVertices which pointed on it must</span>
02773                 <span class="comment">// be setup.</span>
02774                 <span class="comment">// We do not have to propagate this vertex ptr change since sons are leaves!!</span>
02775                 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;isLeaf());
02776                 <span class="comment">// update pointers on vertex.</span>
02777                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_11">SonLeft</a>-&gt;updateNearFarVertices();
02778                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_12">SonRight</a>-&gt;updateNearFarVertices();
02779 
02780 
02781                 <span class="comment">// Bind FBase to a false face which indicate a bind 1/N.</span>
02782                 <span class="comment">// This face prevent for "this" face to be merged...</span>
02783                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_1">FBase</a>= &amp;<a class="code" href="a03476.html#NL3D_1_1CTessFacev0">CantMergeFace</a>;
02784 
02785                 <span class="comment">// Therefore, the vertex will be never deleted (since face not merged).</span>
02786                 <span class="comment">// The only way to do this, is to unbind the patch from all (then the vertex is cloned), then the merge will be Ok.</span>
02787         }
02788         <span class="comment">// Else if rectangular.</span>
02789         <span class="keywordflow">else</span> <span class="keywordflow">if</span>(fmult0 || fmult1)
02790         {
02791                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *f;
02792                 <a class="code" href="a04558.html#a14">sint</a>            i;
02793 
02794                 <span class="comment">// Same reasoning for rectangular patchs, as above.</span>
02795                 <span class="keywordflow">for</span>(i=0;i&lt;2;i++)
02796                 {
02797                         <span class="keywordflow">if</span>(i==0)
02798                                 f= f0, fmult= fmult0;
02799                         <span class="keywordflow">else</span>
02800                                 f= f1, fmult= fmult1;
02801                         <span class="keywordflow">if</span>(fmult)
02802                         {
02803                                 <span class="comment">// Update good Face neighbors (when I am a rectangle).</span>
02804                                 <span class="comment">//============================</span>
02805                                 <span class="comment">// Consider the fmult face as a square face.</span>
02806                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *toLeft, *toRight;
02807                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *fl=f-&gt;SonLeft, *fr=f-&gt;SonRight;
02808                                 toLeft= fmult-&gt;SonLeft;
02809                                 toRight= fmult-&gt;SonRight;
02810                                 <span class="comment">// Cross connection of sons.</span>
02811                                 fl-&gt;FLeft= toLeft;
02812                                 fr-&gt;FLeft= toRight;
02813                                 toLeft-&gt;changeNeighbor(&amp;CTessFace::MultipleBindFace, fl);
02814                                 toRight-&gt;changeNeighbor(&amp;CTessFace::MultipleBindFace, fr);
02815 
02816                                 <span class="comment">// Update good vertex pointer.</span>
02817                                 <span class="comment">//============================</span>
02818                                 CTessVertex     *vert= fmult-&gt;VBase;
02819 
02820                                 <span class="comment">// Copy the good coordinate: those splitted (because of noise).</span>
02821                                 <span class="comment">// NB: this work too with rectangular patch (see tesselation rules).</span>
02822                                 vert-&gt;Pos= vert-&gt;StartPos= vert-&gt;EndPos= fl-&gt;VBase-&gt;EndPos;
02823                                 <span class="comment">// But delete the pointer.</span>
02824                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;deleteTessVertex(fl-&gt;VBase);
02825                                 <span class="comment">// And update sons pointers, to good vertex (rectangular case, see tesselation rules).</span>
02826                                 fl-&gt;VBase= vert;
02827                                 fr-&gt;VLeft= vert;
02828                                 f-&gt;FBase-&gt;SonLeft-&gt;VRight= vert;
02829 
02830                                 <span class="comment">// Point to a bind 1/N indicator.</span>
02831                                 f-&gt;FLeft= &amp;<a class="code" href="a03476.html#NL3D_1_1CTessFacev0">CantMergeFace</a>;
02832                         }
02833                 }
02834                 <span class="comment">// After all updates done. recompute centers of both sons 's faces, and update far vertices pointers.</span>
02835                 <span class="keywordflow">for</span>(i=0;i&lt;2;i++)
02836                 {
02837                         <span class="keywordflow">if</span>(i==0)
02838                                 f= f0;
02839                         <span class="keywordflow">else</span>
02840                                 f= f1;
02841                         <span class="comment">// Compute correct centers.</span>
02842                         f-&gt;SonRight-&gt;computeSplitPoint();
02843                         f-&gt;SonLeft-&gt;computeSplitPoint();
02844 
02845                         <span class="comment">// Update good Far vertex pointer.</span>
02846                         <span class="comment">//================================</span>
02847                         <span class="comment">// Because *-&gt;VBase may have been merged to the multiple bind face, Near/FarVertices which pointed on it must</span>
02848                         <span class="comment">// be setup.</span>
02849                         <span class="comment">// We do not have to propagate this vertex ptr change, since sons are leaves!!</span>
02850                         <a class="code" href="a04199.html#a6">nlassert</a>(f-&gt;SonLeft-&gt;isLeaf() &amp;&amp; f-&gt;SonRight-&gt;isLeaf());
02851                         <span class="comment">// update pointers on vertex.</span>
02852                         f-&gt;SonLeft-&gt;updateNearFarVertices();
02853                         f-&gt;SonRight-&gt;updateNearFarVertices();
02854                 }
02855         }
02856 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea30" doxytag="NL3D::CTessFace::updateBindEdge" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CTessFace::updateBindEdge </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03476.html">CTessFace</a> *&amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>edgeFace</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>splitWanted</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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    </td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l02544">2544</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06498.html#l00242">FBase</a>, <a class="el" href="a06498.html#l00242">FLeft</a>, <a class="el" href="a06498.html#l00242">FRight</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02954">isRectangular()</a>, <a class="el" href="a05622.html#l00416">nlstop</a>, <a class="el" href="a06498.html#l00240">Patch</a>, <a class="el" href="a06498.html#l00243">SonLeft</a>, and <a class="el" href="a06498.html#l00243">SonRight</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02860">updateBind()</a>, and <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>.
<p>
<div class="fragment"><pre>02545 {
02546         <span class="comment">// Return true, when the bind should be Ok, or if a split has occured.</span>
02547         <span class="comment">// Return false only if pointers are updated, without splits.</span>
02548 
02549         <span class="keywordflow">if</span>(edgeFace==NULL)
02550                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
02551 
02552         <span class="keywordflow">if</span>(edgeFace-&gt;isLeaf())
02553                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
02554 
02555         <span class="comment">/*</span>
02556 <span class="comment">                Look at the callers, and you'll see that "this" is always a leaf.</span>
02557 <span class="comment">                Therefore, edgeFace is a valid pointer (either if it is FLeft, FRight or FBase).</span>
02558 <span class="comment">        */</span>
02559 
02560         <span class="comment">// MultiPatch face case.</span>
02561         <span class="comment">//======================</span>
02562         <span class="comment">// If neighbor is a multiple face.</span>
02563         <span class="keywordflow">if</span>(edgeFace-&gt;Patch==NULL &amp;&amp; edgeFace-&gt;FBase==<span class="keyword">this</span>)
02564         {
02565                 splitWanted= <span class="keyword">true</span>;
02566                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
02567         }
02568 
02569 
02570         <span class="comment">// neighbor is a "Square face" case.</span>
02571         <span class="comment">//==================================</span>
02572         <span class="keywordflow">if</span>(!edgeFace-&gt;isRectangular())
02573         {
02574                 <span class="comment">// NB: this code works either if I AM a rectangular face or a square face.</span>
02575 
02576                 <span class="comment">// If the neighbor is splitted  on ourself, split...</span>
02577                 <span class="keywordflow">if</span>(edgeFace-&gt;FBase==<span class="keyword">this</span>)
02578                 {
02579                         splitWanted= <span class="keyword">true</span>;
02580                         <span class="keywordflow">return</span> <span class="keyword">true</span>;
02581                 }
02582                 <span class="keywordflow">else</span>
02583                 {
02584                         <span class="comment">// Just update pointers...</span>
02585                         <span class="keywordflow">if</span>(edgeFace-&gt;FLeft==<span class="keyword">this</span>)
02586                         {
02587                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *sonLeft= edgeFace-&gt;SonLeft;
02588                                 sonLeft-&gt;FBase= <span class="keyword">this</span>;
02589                                 edgeFace= sonLeft;
02590                         }
02591                         <span class="keywordflow">else</span> <span class="keywordflow">if</span>(edgeFace-&gt;FRight==<span class="keyword">this</span>)
02592                         {
02593                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *sonRight= edgeFace-&gt;SonRight;
02594                                 sonRight-&gt;FBase= <span class="keyword">this</span>;
02595                                 edgeFace= sonRight;
02596                         }
02597                         <span class="keywordflow">else</span>
02598                         {
02599                                 <span class="comment">// Look at the callers, and you'll see that "this" is always a leaf.</span>
02600                                 <span class="comment">// Therefore, we should never be here.</span>
02601                                 <a class="code" href="a04199.html#a12">nlstop</a>;
02602                         }
02603                 }
02604         }
02605         <span class="comment">// neighbor is a "Rectangle face" case.</span>
02606         <span class="comment">//=====================================</span>
02607         <span class="keywordflow">else</span>
02608         {
02609                 <span class="comment">// NB: this code works either if I AM a rectangular face or a square face.</span>
02610 
02611                 <span class="comment">// If the neighbor is splitted  on ourself, split...</span>
02612                 <span class="comment">// Test FLeft because of rectangular case... :)</span>
02613                 <span class="comment">// FBase should be tested too. If edgeFace-&gt;FBase==this, I should be myself a rectangular face.</span>
02614                 <span class="keywordflow">if</span>(edgeFace-&gt;FLeft==<span class="keyword">this</span> || edgeFace-&gt;FBase==<span class="keyword">this</span>)
02615                 {
02616                         splitWanted= <span class="keyword">true</span>;
02617                         <span class="keywordflow">return</span> <span class="keyword">true</span>;
02618                 }
02619                 <span class="keywordflow">else</span>
02620                 {
02621                         <span class="keywordflow">if</span>(edgeFace-&gt;FRight==<span class="keyword">this</span>)
02622                         {
02623                                 <span class="comment">// See rectangular tesselation rules, too know why we do this.</span>
02624                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea7">CTessFace</a>       *sonRight= edgeFace-&gt;SonRight;
02625                                 sonRight-&gt;FRight= <span class="keyword">this</span>;
02626                                 edgeFace= sonRight;
02627                         }
02628                         <span class="keywordflow">else</span>
02629                         {
02630                                 <span class="comment">// Look at the callers, and you'll see that "this" is always a leaf.</span>
02631                                 <span class="comment">// Therefore, we should never be here.</span>
02632                                 <a class="code" href="a04199.html#a12">nlstop</a>;
02633                         }
02634                 }
02635         }
02636 
02637         <span class="keywordflow">return</span> <span class="keyword">false</span>;
02638 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea31" doxytag="NL3D::CTessFace::updateErrorMetric" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::updateErrorMetric </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Definition at line <a class="el" href="a06497.html#l00278">278</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06497.html#l00234">computeTileErrorMetric()</a>, <a class="el" href="a06498.html#l00276">ErrorMetric</a>, <a class="el" href="a06498.html#l00273">ErrorMetricDate</a>, <a class="el" href="a06498.html#l00277">MaxDistToSplitPoint</a>, <a class="el" href="a06498.html#l00275">SplitPoint</a>, <a class="el" href="a05587.html#l00107">NLMISC::sqr()</a>, <a class="el" href="a06682.html#l00111">NLMISC::CVector::sqrnorm()</a>, and <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l01783">refineAll()</a>, <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.
<p>
<div class="fragment"><pre>00279 {
00280         <span class="comment">// If already updated for this pass...</span>
00281         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez972_1">ErrorMetricDate</a>&gt;= CLandscapeGlobals::CurrentDate)
00282                 <span class="keywordflow">return</span>;
00283 
00284         CVector viewdir= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a> - CLandscapeGlobals::RefineCenter;
00285         <span class="keywordtype">float</span>   sqrdist= viewdir.sqrnorm();
00286 
00287         <span class="comment">// trivial formula.</span>
00288         <span class="comment">//-----------------</span>
00289         <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_3">Size</a>/ sqrdist;
00290 
00291 
00292         <span class="comment">// Hoppe97 formula:  k�= a� * ("v-e"� - ((v-e).n)�) / "v-e"^4.</span>
00293         <span class="comment">//-----------------</span>
00294         <span class="comment">// Can't do it because geomorph is made on Graphic card, so the simplier is the better.</span>
00295 
00296 
00297         <span class="comment">// TileMode Impact.</span>
00298         <span class="comment">//-----------------</span>
00299         <span class="comment">/* TileMode Impact. We must split at least at TileLimitLevel, but only if the triangle</span>
00300 <span class="comment">                has a chance to enter in the TileDistFar sphere.</span>
00301 <span class="comment">        */</span>
00302         <span class="keywordflow">if</span>( <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>&lt;<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel &amp;&amp; sqrdist &lt; <a class="code" href="a05378.html#a373">sqr</a>(CLandscapeGlobals::TileDistFar+MaxDistToSplitPoint) )
00303         {
00304                 <a class="code" href="a03476.html#NL3D_1_1CTessFaced3">computeTileErrorMetric</a>();
00305         }
00306 
00307         <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_1">ErrorMetricDate</a>= CLandscapeGlobals::CurrentDate;
00308 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFaced10" doxytag="NL3D::CTessFace::updateNearFarVertices" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::updateNearFarVertices </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06497.html#l00873">873</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a06161.html#l01522">NL3D::CPatch::checkFillVertexVBFar()</a>, <a class="el" href="a06161.html#l01556">NL3D::CPatch::checkFillVertexVBNear()</a>, <a class="el" href="a06498.html#l00282">FVBase</a>, <a class="el" href="a06498.html#l00282">FVLeft</a>, <a class="el" href="a06498.html#l00282">FVRight</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>, <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>, <a class="el" href="a05867.html#l00048">NL3D_MAX_TILE_FACE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06498.html#l00245">PVBase</a>, <a class="el" href="a06498.html#l00245">PVLeft</a>, <a class="el" href="a06498.html#l00245">PVRight</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06498.html#l00136">NL3D::CTessNearVertex::Src</a>, <a class="el" href="a06498.html#l00261">TileFaces</a>, <a class="el" href="a06498.html#l00177">NL3D::CTileFace::V</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02274">unbind()</a>, and <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>.
<p>
<div class="fragment"><pre>00874 {
00875         <a class="code" href="a04199.html#a6">nlassert</a>(VBase &amp;&amp; FVBase);
00876         <a class="code" href="a04199.html#a6">nlassert</a>(VLeft &amp;&amp; FVLeft);
00877         <a class="code" href="a04199.html#a6">nlassert</a>(VRight &amp;&amp; FVRight);
00878 
00879         <a class="code" href="a03476.html#NL3D_1_1CTessFaceo0">FVBase</a>-&gt;Src= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>;
00880         <a class="code" href="a03476.html#NL3D_1_1CTessFaceo1">FVLeft</a>-&gt;Src= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>;
00881         <a class="code" href="a03476.html#NL3D_1_1CTessFaceo2">FVRight</a>-&gt;Src= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>;
00882         <a class="code" href="a03476.html#NL3D_1_1CTessFaceo0">FVBase</a>-&gt;PCoord= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_6">PVBase</a>;
00883         <a class="code" href="a03476.html#NL3D_1_1CTessFaceo1">FVLeft</a>-&gt;PCoord= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_7">PVLeft</a>;
00884         <a class="code" href="a03476.html#NL3D_1_1CTessFaceo2">FVRight</a>-&gt;PCoord= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_8">PVRight</a>;
00885 
00886         <span class="comment">// Update VB for far vertices (if needed)</span>
00887         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBFar(FVBase);
00888         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBFar(FVLeft);
00889         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBFar(FVRight);
00890 
00891         <span class="comment">// Near Vertices update (Src only).</span>
00892         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0; i&lt;<a class="code" href="a04444.html#a1">NL3D_MAX_TILE_FACE</a>; i++)
00893         {
00894                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i])
00895                 {
00896                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew0">IdUvBase</a>]-&gt;Src= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>;
00897                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew1">IdUvLeft</a>]-&gt;Src= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>;
00898                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez970_1">TileFaces</a>[i]-&gt;V[<a class="code" href="a03476.html#NL3D_1_1CTessFacez970_0NL3D_1_1CTessFacew2">IdUvRight</a>]-&gt;Src= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>;
00899 
00900                         <span class="comment">// Update VB for near vertices (if needed)</span>
00901                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBNear(TileFaces[i]-&gt;V[IdUvBase]);
00902                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBNear(TileFaces[i]-&gt;V[IdUvLeft]);
00903                         <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;checkFillVertexVBNear(TileFaces[i]-&gt;V[IdUvRight]);
00904                 }
00905         }
00906 
00907 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea32" doxytag="NL3D::CTessFace::updateRefineMerge" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::updateRefineMerge </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
TileDistFar to +oo.<p>
TileDistNear to TileDistFar.<p>
0 to TileDistNear. 
<p>
Definition at line <a class="el" href="a06497.html#l02108">2108</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05863.html#l00896">NL3D::CLandscape::_MergePriorityList</a>, <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l00216">computeNearLimit()</a>, <a class="el" href="a06497.html#l00312">computeTileEMForUpdateRefine()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06498.html#l00276">ErrorMetric</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a06493.html#l00273">NL3D::CTessFacePriorityList::insert()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l01762">merge()</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05873.html#l00042">NL3D_PROFILE_LAND_ADD</a>, <a class="el" href="a05867.html#l00060">NL3D_REFINE_MERGE_THRESHOLD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05872.html#l00040">NL3D::ProfNRefineFaces</a>, <a class="el" href="a05872.html#l00046">NL3D::ProfNRefineInTileTransition</a>, <a class="el" href="a06498.html#l00275">SplitPoint</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00605">NL3D::CLandscape::refine()</a>.
<p>
<div class="fragment"><pre>02109 {
02110         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNRefineFaces, 1);
02111 
02112         <a class="code" href="a04199.html#a6">nlassert</a>(Patch);
02113         <span class="comment">// The face must be splitted, because tested for merge.</span>
02114         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
02115 
02116         <span class="comment">/*</span>
02117 <span class="comment">                NB: see above for some updateRefine*** doc.</span>
02118 <span class="comment">        */</span>
02119 
02120         <span class="comment">// Test for merge.</span>
02121         <span class="comment">//-----------------------</span>
02122         <span class="keywordtype">bool</span>    merged= <span class="keyword">false</span>;
02123         {
02124                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea31">updateErrorMetric</a>();
02125                 <span class="keywordtype">float</span>   ps=<a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>;
02126                 ps*= CLandscapeGlobals::OORefineThreshold;
02127                 <span class="comment">// 1.0f is the point of split().</span>
02128                 <span class="comment">// 2.0f is the end of geomorph.</span>
02129 
02130 
02131                 <span class="comment">// Test merge.</span>
02132                 <span class="comment">//---------------------</span>
02133                 <span class="comment">// Else, must merge ??</span>
02134                 <span class="keywordflow">if</span>(ps&lt;1.0f)
02135                 {
02136                         <span class="comment">// Merge only if agree, and neighbors agree.</span>
02137                         <span class="comment">// canMerge() test all the good thing: FBase==CantMergeFace, or this is rectangular etc...</span>
02138                         <span class="comment">// The test is propagated to neighbors.</span>
02139                         <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFaced0">canMerge</a>(<span class="keyword">true</span>))
02140                         {
02141                                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea18">merge</a>();
02142 
02143                                 <span class="comment">// NB: here, merge() is not propagated to fathers (supposed to be not very usefull).</span>
02144 
02145                                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
02146                                 {
02147                                         merged= <span class="keyword">true</span>;
02148                                 }
02149                         }
02150                 }
02151         }
02152 
02153 
02154         <span class="comment">// Insert the face in the priority list.</span>
02155         <span class="comment">//-----------------------</span>
02156         <span class="comment">// If merged, then insertion in Landscape-&gt;SplitPriorityList at 0 has been done. so nothing to update.</span>
02157         <span class="comment">// Else, must compute when whe should re-test.</span>
02158         <span class="keywordflow">if</span>(!merged)
02159         {
02160                 <span class="comment">// the face is splitted here.</span>
02161                 <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
02162 
02163                 <span class="keywordtype">float</span>   minDeltaDistToUpdate;
02164 
02165 
02166                 <span class="comment">// The distance of SplitPoint to center.</span>
02167                 <span class="keywordtype">float</span>   distSplitPoint= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a> - CLandscapeGlobals::RefineCenter).norm();
02168                 <span class="comment">// Compute distance from refineCenter to normal split/merge (ie without tile transition).</span>
02169                 <span class="keywordtype">float</span>   distNormalSplitMerge= (<span class="keywordtype">float</span>)sqrt(Size*CLandscapeGlobals::OORefineThreshold);
02170 
02171 
02172                 <span class="comment">// If the face is at its max subdivision</span>
02173                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>&gt;=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel+CLandscapeGlobals::TileMaxSubdivision)
02174                 {
02175                         <span class="comment">// since the face is splitted, then must test always this face, because we must merge it (as soon as it is possible).</span>
02176                         minDeltaDistToUpdate= 0;
02177                 }
02178                 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>&gt;=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
02179                 {
02180                         <span class="comment">// Always normal ErrorMetric. Because Faces at Tile level decide to split or merge their sons independently </span>
02181                         <span class="comment">// of "Tile ErrorMetric".</span>
02182                         <span class="comment">// since splitted, compute distance to merge.</span>
02183                         minDeltaDistToUpdate= distNormalSplitMerge - distSplitPoint;
02184                         <span class="comment">// NB: it is possible that minDeltaDistToUpdate&lt;0. A good example is when we are enforced split.</span>
02185                         <span class="comment">// Then, distSplitMerge may be &lt; distSplitPoint, meaning we should have not split, but a neigbhor has enforced us.</span>
02186                         <span class="comment">// So now, must test every frame if we can merge....</span>
02187                         minDeltaDistToUpdate= max( 0.f, minDeltaDistToUpdate );
02188                 }
02189                 <span class="keywordflow">else</span>
02190                 {
02191                         <span class="comment">// Compute Distance of the face from RefineCenter. It is the min of the 3 points, as in computeTileErrorMetric().</span>
02192                         <span class="keywordtype">float</span>   s0= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
02193                         <span class="keywordtype">float</span>   s1= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
02194                         <span class="keywordtype">float</span>   s2= (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
02195                         <span class="keywordtype">float</span>   distMinFace= (<span class="keywordtype">float</span>)sqrt( <a class="code" href="a05378.html#a375">minof</a>(s0, s1, s2) );
02196 
02197                         <span class="comment">// compute the delta distance to the normal split point. See above for doc.</span>
02198                         <span class="keywordtype">float</span>   normalEMDeltaDist;
02199                         normalEMDeltaDist= distNormalSplitMerge - distSplitPoint;
02200                         normalEMDeltaDist= max( 0.f, normalEMDeltaDist );
02201 
02202 
02203                         <span class="comment">/* </span>
02204 <span class="comment">                        There is 3 possibles cases, according to level, and the distances minFaceDist:</span>
02205 <span class="comment">                        */</span>
02207                         <span class="keywordflow">if</span>( distMinFace &gt; CLandscapeGlobals::TileDistFar )
02208                         {
02209                                 <span class="comment">// normal geomorph. Any face compute the distance to the SplitPoint, and take min with distance to</span>
02210                                 <span class="comment">// the TileDistFar sphere. </span>
02211                                 minDeltaDistToUpdate= normalEMDeltaDist;
02212 
02213                                 <span class="comment">// We must know when we enter in TileErrorMetric zone, because the computing is different.</span>
02214                                 minDeltaDistToUpdate= <a class="code" href="a04061.html#a0">min</a>(minDeltaDistToUpdate, distMinFace - CLandscapeGlobals::TileDistFar);
02215                         }
02217                         <span class="keywordflow">else</span> <span class="keywordflow">if</span>( distMinFace &gt; CLandscapeGlobals::TileDistNear )
02218                         {
02219                                 <span class="comment">// Profile</span>
02220                                 <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNRefineInTileTransition, 1);
02221 
02222 
02223                                 <span class="comment">// Compute distance to split/Merge in TileTransition</span>
02224                                 <span class="keywordtype">float</span>   distTileTransSplitMerge;
02225                                 <span class="keywordtype">float</span>   maxDeltaDist= 8;
02226                                 <span class="keywordtype">float</span>   minDeltaDist= 0;
02227                                 <a class="code" href="a04558.html#a15">uint</a>    nbRecurs= 6;
02228                                 <span class="keywordtype">float</span>   nearLimit;
02229                                 nearLimit= CLandscapeGlobals::RefineThreshold * <a class="code" href="a03476.html#NL3D_1_1CTessFacea4">computeNearLimit</a>();
02230                                 <span class="comment">// Since splitted, compute distance to merge.</span>
02231                                 <span class="comment">// search the distance recursively.</span>
02232                                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt; nbRecurs; i++)
02233                                 {
02234                                         <span class="keywordtype">float</span>   pivotDeltaDist= (maxDeltaDist-minDeltaDist)/2;
02235                                         <span class="comment">// If the em computed with this distance is still &gt;1 (ie splitted), then we can move further.</span>
02236                                         <span class="keywordflow">if</span> ( <a class="code" href="a03476.html#NL3D_1_1CTessFaced2">computeTileEMForUpdateRefine</a>(distSplitPoint+pivotDeltaDist, distMinFace+pivotDeltaDist, nearLimit ) &gt; 1)
02237                                                 minDeltaDist= pivotDeltaDist;
02238                                         <span class="comment">// else we must move not as far</span>
02239                                         <span class="keywordflow">else</span>
02240                                                 maxDeltaDist= pivotDeltaDist;
02241                                 }
02242                                 <span class="comment">// And so take the minimum resulting delta distance</span>
02243                                 distTileTransSplitMerge= minDeltaDist;
02244                                 
02245                                 <span class="comment">// take the min with distance of distMinFace to the TileDistNear and TileDistFar sphere, because formula change at</span>
02246                                 <span class="comment">// those limits.</span>
02247                                 minDeltaDistToUpdate= <a class="code" href="a04061.html#a0">min</a>(distTileTransSplitMerge, CLandscapeGlobals::TileDistFar - distMinFace );
02248                                 minDeltaDistToUpdate= <a class="code" href="a04061.html#a0">min</a>(minDeltaDistToUpdate, distMinFace - CLandscapeGlobals::TileDistNear);
02249                         }
02251                         <span class="keywordflow">else</span>
02252                         {
02253                                 <span class="comment">// because the face is not a Tile Level (ie Level&lt;Patch-&gt;TileLimitLevel), it should be splitted, </span>
02254                                 <span class="comment">// and won't merge until reaching at least the TileDistNear sphere.</span>
02255                                 <span class="comment">// Since splitted, Must enter in TileErrorMetric area to know when to merge.</span>
02256                                 minDeltaDistToUpdate= CLandscapeGlobals::TileDistNear - distMinFace;
02257                         }
02258 
02259                 }
02260 
02261                 <span class="comment">// Merge Refine Threshold: because of enforced splits, we have lot of faces whit minDeltaDistToUpdate&lt;0, because</span>
02262                 <span class="comment">// they alwayas want to merge. To avoid this, add a delta, which delay the test for merge.</span>
02263                 <span class="comment">// The caveat is that faces which do not need this may merge later. But 2 meters won't add too many faces.</span>
02264                 minDeltaDistToUpdate+= <a class="code" href="a04444.html#a7">NL3D_REFINE_MERGE_THRESHOLD</a>;
02265 
02266                 <span class="comment">// insert in the Merge priority list.</span>
02267                 <span class="comment">// Until the RefineCenter move under minDeltaDistToUpdate, we don't need to test face.</span>
02268                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, minDeltaDistToUpdate, <span class="keyword">this</span>);
02269         }
02270 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CTessFacea33" doxytag="NL3D::CTessFace::updateRefineSplit" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CTessFace::updateRefineSplit </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
TileDistFar to +oo.<p>
TileDistNear to TileDistFar.<p>
0 to TileDistNear. 
<p>
Definition at line <a class="el" href="a06497.html#l01900">1900</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
References <a class="el" href="a05863.html#l00894">NL3D::CLandscape::_SplitPriorityList</a>, <a class="el" href="a06497.html#l00216">computeNearLimit()</a>, <a class="el" href="a06497.html#l00312">computeTileEMForUpdateRefine()</a>, <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a06498.html#l00276">ErrorMetric</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, <a class="el" href="a06494.html#l00145">NL3D::CTessFacePriorityList::getQuadrantDirection()</a>, <a class="el" href="a06493.html#l00273">NL3D::CTessFacePriorityList::insert()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05873.html#l00042">NL3D_PROFILE_LAND_ADD</a>, <a class="el" href="a06497.html#l00045">NL3D_TESS_USE_QUADRANT_THRESHOLD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06682.html#l00115">NLMISC::CVector::norm()</a>, <a class="el" href="a05872.html#l00040">NL3D::ProfNRefineFaces</a>, <a class="el" href="a05872.html#l00046">NL3D::ProfNRefineInTileTransition</a>, <a class="el" href="a05872.html#l00047">NL3D::ProfNRefineWithLowDistance</a>, <a class="el" href="a06493.html#l00209">NL3D::CTessFacePriorityList::selectQuadrant()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06498.html#l00275">SplitPoint</a>, <a class="el" href="a06682.html#l00111">NLMISC::CVector::sqrnorm()</a>, <a class="el" href="a06156.html#l00812">NL3D::CPatch::TileLimitLevel</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a06493.html#l00071">NL3D::CTessFacePListNode::unlinkInPList()</a>, <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>, <a class="el" href="a06498.html#l00241">VBase</a>, <a class="el" href="a06498.html#l00241">VLeft</a>, and <a class="el" href="a06498.html#l00241">VRight</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00605">NL3D::CLandscape::refine()</a>.
<p>
<div class="fragment"><pre>01901 {
01902         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNRefineFaces, 1);
01903 
01904         <a class="code" href="a04199.html#a6">nlassert</a>(Patch);
01905         <span class="comment">// The face must be not splitted, because tested for split.</span>
01906         <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
01907 
01908         <span class="comment">/*</span>
01909 <span class="comment">                NB: see above for some updateRefine*** doc.</span>
01910 <span class="comment">        */</span>
01911 
01912         <span class="comment">// Test for Split.</span>
01913         <span class="comment">//-----------------------</span>
01914         <span class="keywordtype">bool</span>    splitted= <span class="keyword">false</span>;
01915         {
01916                 <a class="code" href="a03476.html#NL3D_1_1CTessFacea31">updateErrorMetric</a>();
01917                 <span class="keywordtype">float</span>   ps=<a class="code" href="a03476.html#NL3D_1_1CTessFacez972_0">ErrorMetric</a>;
01918                 ps*= CLandscapeGlobals::OORefineThreshold;
01919                 <span class="comment">// 1.0f is the point of split().</span>
01920                 <span class="comment">// 2.0f is the end of geomorph.</span>
01921 
01922 
01923                 <span class="comment">// Test split.</span>
01924                 <span class="comment">//---------------------</span>
01925                 <span class="comment">// If wanted and limit not reached, split().</span>
01926                 <span class="keywordflow">if</span>(ps&gt;1.0f &amp;&amp; <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>&lt; (<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel + CLandscapeGlobals::TileMaxSubdivision) )
01927                 {
01928                         <a class="code" href="a03476.html#NL3D_1_1CTessFacea25">split</a>();
01929 
01930                         <span class="comment">// if split ok</span>
01931                         <span class="keywordflow">if</span>(!<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>())
01932                         {
01933                                 splitted= <span class="keyword">true</span>;
01934                         }
01935                 }
01936         }
01937 
01938 
01939         <span class="comment">// Insert the face in the priority list.</span>
01940         <span class="comment">//-----------------------</span>
01941         <span class="comment">// If splitted, then insertion in Landscape-&gt;MergePriorityList at 0 has been done. so nothing to update.</span>
01942         <span class="comment">// Else, must compute when whe should re-test.</span>
01943         <span class="keywordflow">if</span>(!splitted)
01944         {
01945                 <span class="comment">// the face is not splitted here.</span>
01946                 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03476.html#NL3D_1_1CTessFacea14">isLeaf</a>());
01947 
01948                 <span class="keywordtype">float</span>   minDeltaDistToUpdate;
01949 
01950                 <span class="comment">// by default insert in the quadrant-less rolling table.</span>
01951                 <a class="code" href="a04558.html#a15">uint</a>    quadrantId= 0;
01952 
01953 
01954                 CVector         dirToSplitPoint= <a class="code" href="a03476.html#NL3D_1_1CTessFacez972_4">SplitPoint</a> - CLandscapeGlobals::RefineCenter;
01955                 <span class="comment">// The distance of SplitPoint to center.</span>
01956                 <span class="keywordtype">float</span>           distSplitPoint= dirToSplitPoint.norm();
01957                 <span class="comment">// The distance where we should split/merge. see updateRefin() doc.</span>
01958                 <span class="keywordtype">float</span>           distNormalSplitMerge= (<span class="keywordtype">float</span>)sqrt(Size*CLandscapeGlobals::OORefineThreshold);
01959 
01960 
01961                 <span class="comment">// If the face is at its max subdivision</span>
01962                 <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>&gt;=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel+CLandscapeGlobals::TileMaxSubdivision)
01963                 {
01964                         <span class="comment">// special case: the face do not need to be tested for splitting, because Max subdivision reached.</span>
01965                         <span class="comment">// Hence just unlink from any list, and return.</span>
01966                         <a class="code" href="a03477.html#NL3D_1_1CTessFacePListNodea7">unlinkInPList</a>();
01967                         <span class="keywordflow">return</span>;
01968                 }
01969                 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_4">Level</a>&gt;=<a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;TileLimitLevel)
01970                 {
01971                         <span class="comment">// Always normal ErrorMetric. Because Faces at Tile level decide to split or merge their sons independently </span>
01972                         <span class="comment">// of "Tile ErrorMetric".</span>
01973 
01974                         <span class="comment">// The test is "when do we enter in the Split area?", so we can use Quadrant PriorityList</span>
01975                         quadrantId= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.selectQuadrant(dirToSplitPoint);
01976 
01977                         <span class="comment">// compute distance to split as default "No Quadrant"</span>
01978                         minDeltaDistToUpdate= distSplitPoint - distNormalSplitMerge;
01979 
01980                         <span class="comment">// If a quadrant is  selected, try to use it</span>
01981                         <span class="keywordflow">if</span>(quadrantId&gt;0)
01982                         {
01983                                 <span class="keyword">const</span> CVector   &amp;quadrantDir= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.getQuadrantDirection(quadrantId);
01984 
01985                                 <span class="comment">// We must not approach the SplitPoint at distNormalSplitMerge</span>
01986                                 <span class="keywordtype">float</span>   dMin= quadrantDir*dirToSplitPoint - distNormalSplitMerge;
01987 
01988                                 <span class="comment">// If the dist with quadrant is too small then use the std way (without quadrant).</span>
01989                                 <span class="keywordflow">if</span>( dMin&lt;<a class="code" href="a05074.html#a0">NL3D_TESS_USE_QUADRANT_THRESHOLD</a> )
01990                                         quadrantId= 0;
01991                                 <span class="comment">// else ok, use quadrant behavior</span>
01992                                 <span class="keywordflow">else</span>
01993                                         minDeltaDistToUpdate= dMin;
01994                         }
01995                 }
01996                 <span class="keywordflow">else</span>
01997                 {
01998                         <span class="comment">// Compute Distance of the face from RefineCenter. It is the min of the 3 points, as in computeTileErrorMetric().</span>
01999                         CVector dirToV0= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_13">VBase</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter;
02000                         CVector dirToV1= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_14">VLeft</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter;
02001                         CVector dirToV2= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_15">VRight</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter;
02002                         <span class="keywordtype">float</span>   s0= dirToV0.sqrnorm();
02003                         <span class="keywordtype">float</span>   s1= dirToV1.sqrnorm();
02004                         <span class="keywordtype">float</span>   s2= dirToV2.sqrnorm();
02005                         <span class="keywordtype">float</span>   distMinFace= (<span class="keywordtype">float</span>)sqrt( <a class="code" href="a05378.html#a375">minof</a>(s0, s1, s2) );
02006 
02007                         <span class="comment">// compute the delta distance to the normal split point. See above for doc.</span>
02008                         <span class="keywordtype">float</span>   normalEMDeltaDist;
02009                         normalEMDeltaDist= distSplitPoint - distNormalSplitMerge;
02010 
02011 
02012                         <span class="comment">/* </span>
02013 <span class="comment">                        There is 3 possibles cases, according to level, and the distances minFaceDist:</span>
02014 <span class="comment">                        */</span>
02016                         <span class="keywordflow">if</span>( distMinFace &gt; CLandscapeGlobals::TileDistFar )
02017                         {
02018                                 <span class="comment">// The test is "when do we enter in the Split area OR in TileDistFar area?", so we can use Quadrant PriorityList</span>
02019                                 quadrantId= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.selectQuadrant(dirToSplitPoint);
02020 
02021                                 <span class="comment">// compute deltaDist as default "Direction less quadrant"</span>
02022                                 minDeltaDistToUpdate= normalEMDeltaDist;
02023                                 <span class="comment">// We must know when we enter in TileErrorMetric zone, because the computing is different.</span>
02024                                 minDeltaDistToUpdate= <a class="code" href="a04061.html#a0">min</a>(minDeltaDistToUpdate, distMinFace - CLandscapeGlobals::TileDistFar);
02025 
02026                                 <span class="comment">// try with quadrant if &gt; 0.</span>
02027                                 <span class="keywordflow">if</span>(quadrantId&gt;0)                                
02028                                 {
02029                                         <span class="keyword">const</span> CVector   &amp;quadrantDir= <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.getQuadrantDirection(quadrantId);
02030 
02031                                         <span class="comment">// We must not approach the SplitPoint at distNormalSplitMerge</span>
02032                                         <span class="keywordtype">float</span>   dMin= quadrantDir*dirToSplitPoint - distNormalSplitMerge;
02033                                         <span class="comment">// and we must not reach one of the 3 sphere (Vi, TileDistFar).</span>
02034                                         <span class="keywordtype">float</span>   d0 = quadrantDir*dirToV0 - CLandscapeGlobals::TileDistFar;
02035                                         <span class="keywordtype">float</span>   d1 = quadrantDir*dirToV1 - CLandscapeGlobals::TileDistFar;
02036                                         <span class="keywordtype">float</span>   d2 = quadrantDir*dirToV2 - CLandscapeGlobals::TileDistFar;
02037                                         <span class="comment">// take min dist</span>
02038                                         dMin= <a class="code" href="a05378.html#a375">minof</a>(dMin, d0, d1, d2);
02039 
02040                                         <span class="comment">// If the dist with quadrant is too small then use the std way (without quadrant).</span>
02041                                         <span class="keywordflow">if</span>( dMin&lt;<a class="code" href="a05074.html#a0">NL3D_TESS_USE_QUADRANT_THRESHOLD</a> )
02042                                                 quadrantId= 0;
02043                                         <span class="comment">// else ok, use quadrant behavior</span>
02044                                         <span class="keywordflow">else</span>
02045                                                 minDeltaDistToUpdate= dMin;
02046                                 }
02047                         }
02049                         <span class="keywordflow">else</span> <span class="keywordflow">if</span>( distMinFace &gt; CLandscapeGlobals::TileDistNear )
02050                         {
02051                                 <span class="comment">// NB: can't use quadrant behavior here. Leave quadrantId at 0.</span>
02052 
02053                                 <span class="comment">// Profile</span>
02054                                 <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNRefineInTileTransition, 1);
02055 
02056                                 <span class="comment">// Compute distance to split/Merge in TileTransition</span>
02057                                 <span class="keywordtype">float</span>   distTileTransSplitMerge;
02058                                 <span class="keywordtype">float</span>   maxDeltaDist= 8;
02059                                 <span class="keywordtype">float</span>   minDeltaDist= 0;
02060                                 <a class="code" href="a04558.html#a15">uint</a>    nbRecurs= 6;
02061                                 <span class="keywordtype">float</span>   nearLimit;
02062                                 nearLimit= CLandscapeGlobals::RefineThreshold * <a class="code" href="a03476.html#NL3D_1_1CTessFacea4">computeNearLimit</a>();
02063                                 <span class="comment">// search the distance to split recursively.</span>
02064                                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt; nbRecurs; i++)
02065                                 {
02066                                         <span class="keywordtype">float</span>   pivotDeltaDist= (maxDeltaDist-minDeltaDist)/2;
02067                                         <span class="comment">// If the em computed with this distance is still &lt;1 (ie merged), then we can move further.</span>
02068                                         <span class="keywordflow">if</span> ( <a class="code" href="a03476.html#NL3D_1_1CTessFaced2">computeTileEMForUpdateRefine</a>(distSplitPoint-pivotDeltaDist, distMinFace-pivotDeltaDist, nearLimit ) &lt; 1)
02069                                                 minDeltaDist= pivotDeltaDist;
02070                                         <span class="comment">// else we must move not as far</span>
02071                                         <span class="keywordflow">else</span>
02072                                                 maxDeltaDist= pivotDeltaDist;
02073                                 }
02074                                 <span class="comment">// And so take the minimum resulting delta distance</span>
02075                                 distTileTransSplitMerge= minDeltaDist;
02076                                 
02077                                 <span class="comment">// take the min with distance of distMinFace to the TileDistNear and TileDistFar sphere, because formula change at</span>
02078                                 <span class="comment">// those limits.</span>
02079                                 minDeltaDistToUpdate= <a class="code" href="a04061.html#a0">min</a>(distTileTransSplitMerge, CLandscapeGlobals::TileDistFar - distMinFace );
02080                                 minDeltaDistToUpdate= <a class="code" href="a04061.html#a0">min</a>(minDeltaDistToUpdate, distMinFace - CLandscapeGlobals::TileDistNear);
02081                         }
02083                         <span class="keywordflow">else</span>
02084                         {
02085                                 <span class="comment">// because the face is not a Tile Level (ie Level&lt;Patch-&gt;TileLimitLevel), it should be splitted, </span>
02086                                 <span class="comment">// and won't merge until reaching at least the TileDistNear sphere.</span>
02087                                 <span class="comment">// if not splited (should not arise), force the split next time.</span>
02088                                 minDeltaDistToUpdate= 0;
02089                         }
02090 
02091                 }
02092 
02093                 <span class="comment">// Profile.</span>
02094                 <span class="keywordflow">if</span>(minDeltaDistToUpdate&lt;0.0625)
02095                 {
02096                         <a class="code" href="a04450.html#a2">NL3D_PROFILE_LAND_ADD</a>(ProfNRefineWithLowDistance, 1);
02097                 }
02098 
02099 
02100                 <span class="comment">// insert in the Split priority list.</span>
02101                 <span class="comment">// Until the RefineCenter move under minDeltaDistToUpdate, we don't need to test face.</span>
02102                 <a class="code" href="a03476.html#NL3D_1_1CTessFacez968_5">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.insert(quadrantId, minDeltaDistToUpdate, <span class="keyword">this</span>);
02103         }
02104 }
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CTessFacev0" doxytag="NL3D::CTessFace::CantMergeFace" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a> <a class="el" href="a03476.html#NL3D_1_1CTessFacev0">NL3D::CTessFace::CantMergeFace</a><code> [static, private]</code>
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    </td>
  </tr>
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    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06497.html#l00156">156</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06497.html#l02448">forceMergeAtTileLevel()</a>, and <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez972_0" doxytag="NL3D::CTessFace::ErrorMetric" ></a><p>
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          <td class="md" nowrap valign="top"> float <a class="el" href="a03476.html#NL3D_1_1CTessFacez972_0">NL3D::CTessFace::ErrorMetric</a>
      </table>
    </td>
  </tr>
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  <tr>
    <td>
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    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06498.html#l00276">276</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l00234">computeTileErrorMetric()</a>, <a class="el" href="a06497.html#l01783">refineAll()</a>, <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>, <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez972_1" doxytag="NL3D::CTessFace::ErrorMetricDate" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> <a class="el" href="a03476.html#NL3D_1_1CTessFacez972_1">NL3D::CTessFace::ErrorMetricDate</a>
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    </td>
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    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06498.html#l00273">273</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00161">CTessFace()</a>, and <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez968_0" doxytag="NL3D::CTessFace::Father" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a>* <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_0">NL3D::CTessFace::Father</a>
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    </td>
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06498.html#l00243">243</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01283">split()</a>, and <a class="el" href="a06497.html#l00911">splitRectangular()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez968_1" doxytag="NL3D::CTessFace::FBase" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a>* <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_1">NL3D::CTessFace::FBase</a>
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    </td>
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<p>

<p>
Definition at line <a class="el" href="a06498.html#l00242">242</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06498.html#l00298">changeNeighbor()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l00835">releaseTileMaterial()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l02860">updateBind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l02544">updateBindEdge()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez968_2" doxytag="NL3D::CTessFace::FLeft" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a> * <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_2">NL3D::CTessFace::FLeft</a>
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<p>

<p>
Definition at line <a class="el" href="a06498.html#l00242">242</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06155.html#l01805">NL3D::CPatch::changeEdgeNeighbor()</a>, <a class="el" href="a06498.html#l00298">changeNeighbor()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>, <a class="el" href="a06497.html#l02860">updateBind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l02544">updateBindEdge()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez968_3" doxytag="NL3D::CTessFace::FRight" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a> * <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_3">NL3D::CTessFace::FRight</a>
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    </td>
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<p>
Definition at line <a class="el" href="a06498.html#l00242">242</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06155.html#l01805">NL3D::CPatch::changeEdgeNeighbor()</a>, <a class="el" href="a06498.html#l00298">changeNeighbor()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>, <a class="el" href="a06497.html#l02860">updateBind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l02544">updateBindEdge()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFaceo0" doxytag="NL3D::CTessFace::FVBase" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03480.html">CTessFarVertex</a>* <a class="el" href="a03476.html#NL3D_1_1CTessFaceo0">NL3D::CTessFace::FVBase</a>
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<p>

<p>
Definition at line <a class="el" href="a06498.html#l00282">282</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06491.html#l00177">NL3D::CTessBlock::refillFaceVectorFar0()</a>, <a class="el" href="a06491.html#l00223">NL3D::CTessBlock::refillFaceVectorFar1()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, and <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFaceo1" doxytag="NL3D::CTessFace::FVLeft" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03480.html">CTessFarVertex</a> * <a class="el" href="a03476.html#NL3D_1_1CTessFaceo1">NL3D::CTessFace::FVLeft</a>
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<p>

<p>
Definition at line <a class="el" href="a06498.html#l00282">282</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06491.html#l00177">NL3D::CTessBlock::refillFaceVectorFar0()</a>, <a class="el" href="a06491.html#l00223">NL3D::CTessBlock::refillFaceVectorFar1()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, and <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFaceo2" doxytag="NL3D::CTessFace::FVRight" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03480.html">CTessFarVertex</a> * <a class="el" href="a03476.html#NL3D_1_1CTessFaceo2">NL3D::CTessFace::FVRight</a>
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<p>
Definition at line <a class="el" href="a06498.html#l00282">282</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06491.html#l00177">NL3D::CTessBlock::refillFaceVectorFar0()</a>, <a class="el" href="a06491.html#l00223">NL3D::CTessBlock::refillFaceVectorFar1()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, and <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez968_4" doxytag="NL3D::CTessFace::Level" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_4">NL3D::CTessFace::Level</a>
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<p>
Definition at line <a class="el" href="a06498.html#l00247">247</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06155.html#l00800">NL3D::CPatch::appendFaceToRenderList()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06155.html#l00766">NL3D::CPatch::extendTessBlockWithEndPos()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l03017">recreateTileUvs()</a>, <a class="el" href="a06497.html#l00835">releaseTileMaterial()</a>, <a class="el" href="a06155.html#l00848">NL3D::CPatch::removeFaceFromRenderList()</a>, <a class="el" href="a06497.html#l01283">split()</a>, and <a class="el" href="a06497.html#l00911">splitRectangular()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez972_2" doxytag="NL3D::CTessFace::MaxDistToSplitPoint" ></a><p>
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          <td class="md" nowrap valign="top"> float <a class="el" href="a03476.html#NL3D_1_1CTessFacez972_2">NL3D::CTessFace::MaxDistToSplitPoint</a>
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<p>
Definition at line <a class="el" href="a06498.html#l00277">277</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, and <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFaces0" doxytag="NL3D::CTessFace::MultipleBindFace" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a> <a class="el" href="a03476.html#NL3D_1_1CTessFaces0">NL3D::CTessFace::MultipleBindFace</a><code> [static]</code>
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<p>
Definition at line <a class="el" href="a06497.html#l00157">157</a> of file <a class="el" href="a06497.html">tessellation.cpp</a>.    </td>
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<a class="anchor" name="NL3D_1_1CVegetableSortBlocko0" doxytag="NL3D::CTessFace::Next" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a02718.html">CTessNodeList</a>* <a class="el" href="a02718.html#NL3D_1_1CVegetableSortBlocko0">NL3D::CTessNodeList::Next</a><code> [inherited]</code>
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<p>
Definition at line <a class="el" href="a06496.html#l00044">44</a> of file <a class="el" href="a06496.html">tess_list.h</a>.
<p>
Referenced by <a class="el" href="a06698.html#l01036">NL3D::CVegetableManager::addInstance()</a>, <a class="el" href="a05862.html#l03489">NL3D::CLandscape::computeDynamicLighting()</a>, <a class="el" href="a06161.html#l01329">NL3D::CPatch::computeGeomorphAlphaFar1VertexListVB()</a>, <a class="el" href="a06161.html#l01311">NL3D::CPatch::computeGeomorphFar0VertexListVB()</a>, <a class="el" href="a06161.html#l01359">NL3D::CPatch::computeGeomorphTileVertexListVB()</a>, <a class="el" href="a06161.html#l01298">NL3D::CPatch::computeGeomorphVertexList()</a>, <a class="el" href="a06161.html#l00893">NL3D::CPatch::debugAllocationMarkIndicesFarList()</a>, <a class="el" href="a06161.html#l00904">NL3D::CPatch::debugAllocationMarkIndicesNearList()</a>, <a class="el" href="a06161.html#l01609">NL3D::CPatch::fillFar0DLMUvOnlyVertexListVB()</a>, <a class="el" href="a06161.html#l01161">NL3D::CPatch::fillFar0VertexListVB()</a>, <a class="el" href="a06161.html#l01664">NL3D::CPatch::fillFar1DLMUvOnlyVertexListVB()</a>, <a class="el" href="a06161.html#l01173">NL3D::CPatch::fillFar1VertexListVB()</a>, <a class="el" href="a06161.html#l01185">NL3D::CPatch::fillTileVertexListVB()</a>, <a class="el" href="a05862.html#l03583">NL3D::CLandscape::getDynamicLightingMemoryLoad()</a>, <a class="el" href="a06491.html#l00177">NL3D::CTessBlock::refillFaceVectorFar0()</a>, <a class="el" href="a06491.html#l00223">NL3D::CTessBlock::refillFaceVectorFar1()</a>, <a class="el" href="a06491.html#l00267">NL3D::CTessBlock::refillFaceVectorTile()</a>, <a class="el" href="a05862.html#l00605">NL3D::CLandscape::refine()</a>, <a class="el" href="a06698.html#l01713">NL3D::CVegetableManager::render()</a>, <a class="el" href="a05862.html#l00939">NL3D::CLandscape::render()</a>, <a class="el" href="a06161.html#l00744">NL3D::CPatch::updateFar0VBAlloc()</a>, <a class="el" href="a06161.html#l00759">NL3D::CPatch::updateFar1VBAlloc()</a>, <a class="el" href="a06704.html#l00074">NL3D::CVegetableSortBlock::updateSortBlock()</a>, and <a class="el" href="a06161.html#l00774">NL3D::CPatch::updateTileVBAlloc()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez968_5" doxytag="NL3D::CTessFace::Patch" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03057.html">CPatch</a>* <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_5">NL3D::CTessFace::Patch</a>
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    </td>
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<p>
Definition at line <a class="el" href="a06498.html#l00240">240</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06498.html#l00368">sameTile()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l02544">updateBindEdge()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CVegetableSortBlocko1" doxytag="NL3D::CTessFace::Prec" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a02718.html">CTessNodeList</a>* <a class="el" href="a02718.html#NL3D_1_1CVegetableSortBlocko1">NL3D::CTessNodeList::Prec</a><code> [inherited]</code>
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<p>
Definition at line <a class="el" href="a06496.html#l00043">43</a> of file <a class="el" href="a06496.html">tess_list.h</a>.
<p>
Referenced by <a class="el" href="a06496.html#l00046">NL3D::CTessNodeList::CTessNodeList()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez968_6" doxytag="NL3D::CTessFace::PVBase" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03040.html">CParamCoord</a> <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_6">NL3D::CTessFace::PVBase</a>
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<p>
Definition at line <a class="el" href="a06498.html#l00245">245</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06768.html#l01613">NL3D::CZoneLighter::addTriangles()</a>, <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06497.html#l03156">computeTesselatedPos()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06155.html#l00722">NL3D::CPatch::getNumTessBlock()</a>, <a class="el" href="a06497.html#l03101">getTesselatedPos()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l02519">refreshTesselationGeometry()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, and <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez968_7" doxytag="NL3D::CTessFace::PVLeft" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03040.html">CParamCoord</a> <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_7">NL3D::CTessFace::PVLeft</a>
      </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="a06498.html#l00245">245</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06768.html#l01613">NL3D::CZoneLighter::addTriangles()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06497.html#l03156">computeTesselatedPos()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06155.html#l00722">NL3D::CPatch::getNumTessBlock()</a>, <a class="el" href="a06497.html#l03101">getTesselatedPos()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, and <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez968_8" doxytag="NL3D::CTessFace::PVRight" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03040.html">CParamCoord</a> <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_8">NL3D::CTessFace::PVRight</a>
      </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="a06498.html#l00245">245</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06768.html#l01613">NL3D::CZoneLighter::addTriangles()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06497.html#l03156">computeTesselatedPos()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06155.html#l00722">NL3D::CPatch::getNumTessBlock()</a>, <a class="el" href="a06497.html#l03101">getTesselatedPos()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, and <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez968_9" doxytag="NL3D::CTessFace::RecursMarkCanMerge" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_9">NL3D::CTessFace::RecursMarkCanMerge</a>
      </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="a06498.html#l00249">249</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l01549">canMerge()</a>, and <a class="el" href="a06497.html#l00161">CTessFace()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez968_10" doxytag="NL3D::CTessFace::RecursMarkForceMerge" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_10">NL3D::CTessFace::RecursMarkForceMerge</a>
      </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="a06498.html#l00250">250</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00161">CTessFace()</a>, and <a class="el" href="a06497.html#l02412">forceMerge()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFaceo5" doxytag="NL3D::CTessFace::ShadowMapTriId" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> <a class="el" href="a03476.html#NL3D_1_1CTessFaceo5">NL3D::CTessFace::ShadowMapTriId</a>
      </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="a06498.html#l00286">286</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a05862.html#l03658">NL3D::CLandscape::appendToShadowPolyReceiver()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a05862.html#l03669">NL3D::CLandscape::removeFromShadowPolyReceiver()</a>, and <a class="el" href="a06497.html#l00192">~CTessFace()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez972_3" doxytag="NL3D::CTessFace::Size" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> float <a class="el" href="a03476.html#NL3D_1_1CTessFacez972_3">NL3D::CTessFace::Size</a>
      </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="a06498.html#l00274">274</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, and <a class="el" href="a06497.html#l02274">unbind()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez968_11" doxytag="NL3D::CTessFace::SonLeft" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a> * <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_11">NL3D::CTessFace::SonLeft</a>
      </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="a06498.html#l00243">243</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l03194">appendTessellationLeaves()</a>, <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06497.html#l02448">forceMergeAtTileLevel()</a>, <a class="el" href="a06497.html#l03101">getTesselatedPos()</a>, <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>, <a class="el" href="a06498.html#l00294">isLeaf()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06497.html#l03017">recreateTileUvs()</a>, <a class="el" href="a06497.html#l01783">refineAll()</a>, <a class="el" href="a06497.html#l02519">refreshTesselationGeometry()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l02860">updateBind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l02544">updateBindEdge()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez968_12" doxytag="NL3D::CTessFace::SonRight" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03476.html">CTessFace</a> * <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_12">NL3D::CTessFace::SonRight</a>
      </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="a06498.html#l00243">243</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l03194">appendTessellationLeaves()</a>, <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06497.html#l01549">canMerge()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06497.html#l02412">forceMerge()</a>, <a class="el" href="a06497.html#l02448">forceMergeAtTileLevel()</a>, <a class="el" href="a06497.html#l03101">getTesselatedPos()</a>, <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>, <a class="el" href="a06497.html#l02904">linkTessFaceWithEdge()</a>, <a class="el" href="a06497.html#l03017">recreateTileUvs()</a>, <a class="el" href="a06497.html#l01783">refineAll()</a>, <a class="el" href="a06497.html#l02519">refreshTesselationGeometry()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l02860">updateBind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, and <a class="el" href="a06497.html#l02544">updateBindEdge()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez972_4" doxytag="NL3D::CTessFace::SplitPoint" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">CVector</a> <a class="el" href="a03476.html#NL3D_1_1CTessFacez972_4">NL3D::CTessFace::SplitPoint</a>
      </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="a06498.html#l00275">275</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, <a class="el" href="a06497.html#l00278">updateErrorMetric()</a>, <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez970_1" doxytag="NL3D::CTessFace::TileFaces" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03523.html">CTileFace</a>* <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_1">NL3D::CTessFace::TileFaces</a>[NL3D_MAX_TILE_FACE]
      </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="a06498.html#l00261">261</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00372">allocTileUv()</a>, <a class="el" href="a06155.html#l00884">NL3D::CPatch::appendFaceToTileRenderList()</a>, <a class="el" href="a06497.html#l00511">buildTileFaces()</a>, <a class="el" href="a06497.html#l00403">checkCreateFillTileVB()</a>, <a class="el" href="a06497.html#l00424">checkFillTileVB()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06497.html#l00466">copyTileUv()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06497.html#l00528">deleteTileFaces()</a>, <a class="el" href="a06497.html#l00444">deleteTileUv()</a>, <a class="el" href="a06497.html#l00549">emptyTileFaces()</a>, <a class="el" href="a06497.html#l00490">heritTileUv()</a>, <a class="el" href="a06155.html#l00913">NL3D::CPatch::removeFaceFromTileRenderList()</a>, and <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez970_2" doxytag="NL3D::CTessFace::TileId" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_2">NL3D::CTessFace::TileId</a>
      </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="a06498.html#l00257">257</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>, <a class="el" href="a06497.html#l00565">initTileUvRGBA()</a>, and <a class="el" href="a06498.html#l00368">sameTile()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez970_3" doxytag="NL3D::CTessFace::TileMaterial" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03530.html">CTileMaterial</a>* <a class="el" href="a03476.html#NL3D_1_1CTessFacez970_3">NL3D::CTessFace::TileMaterial</a>
      </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="a06498.html#l00259">259</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06155.html#l00884">NL3D::CPatch::appendFaceToTileRenderList()</a>, <a class="el" href="a06497.html#l00675">computeTileMaterial()</a>, <a class="el" href="a06497.html#l02969">deleteTileUvs()</a>, <a class="el" href="a06497.html#l03053">heritTileMaterial()</a>, <a class="el" href="a06497.html#l00835">releaseTileMaterial()</a>, and <a class="el" href="a06155.html#l00913">NL3D::CPatch::removeFaceFromTileRenderList()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez968_13" doxytag="NL3D::CTessFace::VBase" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03482.html">CTessVertex</a>* <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_13">NL3D::CTessFace::VBase</a>
      </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="a06498.html#l00241">241</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06768.html#l01613">NL3D::CZoneLighter::addTriangles()</a>, <a class="el" href="a05824.html#l00077">NL3D::CInstanceLighter::addTriangles()</a>, <a class="el" href="a06497.html#l00372">allocTileUv()</a>, <a class="el" href="a06155.html#l00800">NL3D::CPatch::appendFaceToRenderList()</a>, <a class="el" href="a05862.html#l03658">NL3D::CLandscape::appendToShadowPolyReceiver()</a>, <a class="el" href="a06497.html#l02468">averageTesselationVertices()</a>, <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, <a class="el" href="a06497.html#l03156">computeTesselatedPos()</a>, <a class="el" href="a06497.html#l00234">computeTileErrorMetric()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06497.html#l01604">doMerge()</a>, <a class="el" href="a06155.html#l00766">NL3D::CPatch::extendTessBlockWithEndPos()</a>, <a class="el" href="a06155.html#l01773">NL3D::CPatch::getRootVertexForEdge()</a>, <a class="el" href="a06498.html#l00296">hasVertex()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l02519">refreshTesselationGeometry()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>, <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CTessFacez968_14" doxytag="NL3D::CTessFace::VLeft" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03482.html">CTessVertex</a> * <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_14">NL3D::CTessFace::VLeft</a>
      </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="a06498.html#l00241">241</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06768.html#l01613">NL3D::CZoneLighter::addTriangles()</a>, <a class="el" href="a05824.html#l00077">NL3D::CInstanceLighter::addTriangles()</a>, <a class="el" href="a06497.html#l00372">allocTileUv()</a>, <a class="el" href="a06155.html#l00800">NL3D::CPatch::appendFaceToRenderList()</a>, <a class="el" href="a05862.html#l03658">NL3D::CLandscape::appendToShadowPolyReceiver()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, <a class="el" href="a06497.html#l03156">computeTesselatedPos()</a>, <a class="el" href="a06497.html#l00234">computeTileErrorMetric()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06155.html#l00766">NL3D::CPatch::extendTessBlockWithEndPos()</a>, <a class="el" href="a06155.html#l01773">NL3D::CPatch::getRootVertexForEdge()</a>, <a class="el" href="a06498.html#l00296">hasVertex()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>, <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CTessFacez968_15" doxytag="NL3D::CTessFace::VRight" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03482.html">CTessVertex</a> * <a class="el" href="a03476.html#NL3D_1_1CTessFacez968_15">NL3D::CTessFace::VRight</a>
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Definition at line <a class="el" href="a06498.html#l00241">241</a> of file <a class="el" href="a06498.html">tessellation.h</a>.
<p>
Referenced by <a class="el" href="a06768.html#l01613">NL3D::CZoneLighter::addTriangles()</a>, <a class="el" href="a05824.html#l00077">NL3D::CInstanceLighter::addTriangles()</a>, <a class="el" href="a06497.html#l00372">allocTileUv()</a>, <a class="el" href="a06155.html#l00800">NL3D::CPatch::appendFaceToRenderList()</a>, <a class="el" href="a05862.html#l03658">NL3D::CLandscape::appendToShadowPolyReceiver()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06497.html#l00345">computeSplitPoint()</a>, <a class="el" href="a06497.html#l03156">computeTesselatedPos()</a>, <a class="el" href="a06497.html#l00234">computeTileErrorMetric()</a>, <a class="el" href="a06497.html#l00161">CTessFace()</a>, <a class="el" href="a06155.html#l00766">NL3D::CPatch::extendTessBlockWithEndPos()</a>, <a class="el" href="a06155.html#l01773">NL3D::CPatch::getRootVertexForEdge()</a>, <a class="el" href="a06498.html#l00296">hasVertex()</a>, <a class="el" href="a06155.html#l01124">NL3D::CPatch::makeRoots()</a>, <a class="el" href="a06497.html#l01283">split()</a>, <a class="el" href="a06497.html#l00911">splitRectangular()</a>, <a class="el" href="a06497.html#l02274">unbind()</a>, <a class="el" href="a06497.html#l02643">updateBindAndSplit()</a>, <a class="el" href="a06497.html#l00873">updateNearFarVertices()</a>, <a class="el" href="a06497.html#l02108">updateRefineMerge()</a>, and <a class="el" href="a06497.html#l01900">updateRefineSplit()</a>.    </td>
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<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a06498.html">tessellation.h</a><li><a class="el" href="a06497.html">tessellation.cpp</a></ul>
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