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<hr><h1>landscapevb_allocator.cpp</h1><a href="landscapevb__allocator_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025 
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 
00028 <font class="preprocessor">#include "<a class="code" href="landscapevb__allocator_8h.html">3d/landscapevb_allocator.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
00030 
00031 
00032 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00033 
00034 <font class="keyword">namespace </font>NL3D 
00035 {
00036 
00037 <font class="comment">/*</font>
00038 <font class="comment">        Once a reallocation of a VBHard occurs, how many vertices we add to the re-allocation, to avoid </font>
00039 <font class="comment">        as possible reallocations.</font>
00040 <font class="comment">*/</font>
<a name="l00041"></a><a class="code" href="landscapevb__allocator_8cpp.html#a0">00041</a> <font class="preprocessor">#define NL3D_LANDSCAPE_VERTEX_ALLOCATE_SECURITY         1024</font>
00042 <font class="preprocessor"></font><font class="comment">/*</font>
00043 <font class="comment">        The start size of the array.</font>
00044 <font class="comment">*/</font>
<a name="l00045"></a><a class="code" href="landscapevb__allocator_8cpp.html#a1">00045</a> <font class="preprocessor">#define NL3D_LANDSCAPE_VERTEX_ALLOCATE_START            4048</font>
00046 <font class="preprocessor"></font>
00047 
<a name="l00048"></a><a class="code" href="landscapevb__allocator_8cpp.html#a2">00048</a> <font class="preprocessor">#define NL3D_VERTEX_FREE_MEMORY_RESERVE 1024</font>
00049 <font class="preprocessor"></font><font class="comment">// 65000 is a maximum because of GeForce limitations.</font>
<a name="l00050"></a><a class="code" href="landscapevb__allocator_8cpp.html#a3">00050</a> <font class="preprocessor">#define NL3D_VERTEX_MAX_VERTEX_VBHARD   40000</font>
00051 <font class="preprocessor"></font>
00052 
00053 <font class="comment">// ***************************************************************************</font>
<a name="l00054"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a0">00054</a> CLandscapeVBAllocator::CLandscapeVBAllocator(TType <a class="code" href="driver__opengl__extension__def_8h.html#a251">type</a>)
00055 {
00056         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a251">type</a>;
00057         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.reserve(<a class="code" href="landscapevb__allocator_8cpp.html#a2">NL3D_VERTEX_FREE_MEMORY_RESERVE</a>);
00058 
00059         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
00060         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>= 0;
00061         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
00062         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">false</font>;
00063 
00064         <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i&lt;<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_0u0">MaxVertexProgram</a>;i++)
00065                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i]= NULL;
00066 }
00067 
00068 <font class="comment">// ***************************************************************************</font>
<a name="l00069"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a1">00069</a> CLandscapeVBAllocator::~CLandscapeVBAllocator()
00070 {
00071         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a3">clear</a>();
00072 }
00073 
00074 
00075 <font class="comment">// ***************************************************************************</font>
<a name="l00076"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a2">00076</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::updateDriver(IDriver *driver)
00077 {
00078         <font class="comment">// test change of driver.</font>
00079         <a class="code" href="debug_8h.html#a6">nlassert</a>(driver);
00080         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>==NULL || driver!=<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a> )
00081         {
00082                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">deleteVertexBuffer</a>();
00083                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>= driver;
00084                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;supportVertexBufferHard();
00085 
00086                 <font class="comment">// If change of driver, delete the VertexProgram first, if any</font>
00087                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">deleteVertexProgram</a>();
00088                 <font class="comment">// Then rebuild VB format, and VertexProgram, if needed.</font>
00089                 <font class="comment">// Do it only if VP supported by GPU.</font>
00090                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_2">setupVBFormatAndVertexProgram</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;isVertexProgramSupported()  &amp;&amp; !<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;isVertexProgramEmulated());
00091 
00092                 <font class="comment">// must reallocate the VertexBuffer.</font>
00093                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>&gt;0 )
00094                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00095         }
00096         <font class="keywordflow">else</font>
00097         {
00098                 <font class="comment">// if VBHard possible, and if vbHardDeleted but space needed, reallocate.</font>
00099                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a> &amp;&amp; <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>==NULL &amp;&amp; <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>&gt;0 )
00100                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00101         }
00102 
00103 }
00104 
00105 
00106 <font class="comment">// ***************************************************************************</font>
<a name="l00107"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a3">00107</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::clear()
00108 {
00109         <font class="comment">// clear list.</font>
00110         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.clear();
00111         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>= 0;
00112 
00113         <font class="comment">// delete the VB.</font>
00114         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">deleteVertexBuffer</a>();
00115 
00116         <font class="comment">// delete vertex Program, if any</font>
00117         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">deleteVertexProgram</a>();
00118 
00119         <font class="comment">// clear other states.</font>
00120         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
00121         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>= NULL;
00122         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
00123 }
00124 
00125 
00126 
00127 <font class="comment">// ***************************************************************************</font>
<a name="l00128"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_1">00128</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::resetReallocation()
00129 {
00130         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
00131 }
00132 
00133 
00134 
00135 <font class="comment">// ***************************************************************************</font>
00136 <font class="comment">// ***************************************************************************</font>
00137 <font class="comment">// allocation.</font>
00138 <font class="comment">// ***************************************************************************</font>
00139 <font class="comment">// ***************************************************************************</font>
00140 
00141 
00142 
00143 <font class="comment">// ***************************************************************************</font>
<a name="l00144"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_2">00144</a> <a class="code" href="types__nl_8h.html#a14">uint</a>                    CLandscapeVBAllocator::allocateVertex()
00145 {
00146         <font class="comment">// if no more free, allocate.</font>
00147         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.size()==0 )
00148         {
00149                 <font class="comment">// enlarge capacity.</font>
00150                 <a class="code" href="types__nl_8h.html#a14">uint</a>    newResize;
00151                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>==0)
00152                         newResize= <a class="code" href="landscapevb__allocator_8cpp.html#a1">NL3D_LANDSCAPE_VERTEX_ALLOCATE_START</a>;
00153                 <font class="keywordflow">else</font>
00154                         newResize= <a class="code" href="landscapevb__allocator_8cpp.html#a0">NL3D_LANDSCAPE_VERTEX_ALLOCATE_SECURITY</a>;
00155                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>+= newResize;
00156                 <font class="comment">// re-allocate VB.</font>
00157                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00158                 <font class="comment">// resize infos on vertices.</font>
00159                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>.resize(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00160 
00161                 <font class="comment">// Fill list of free elements.</font>
00162                 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i&lt;newResize;i++)
00163                 {
00164                         <font class="comment">// create a new entry which points to this vertex.</font>
00165                         <font class="comment">// the list is made so allocation is in growing order.</font>
00166                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.push_back( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a> - (i+1) );
00167 
00168                         <font class="comment">// Mark as free the new vertices. (Debug).</font>
00169                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a> - (i+1)].Free= <font class="keyword">true</font>;
00170                 }
00171         }
00172 
00173         <font class="comment">// get a vertex (pop_back).</font>
00174         <a class="code" href="types__nl_8h.html#a14">uint</a>    <a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.back();
00175         <font class="comment">// delete this vertex free entry.</font>
00176         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.pop_back();
00177 
00178         <font class="comment">// check and Mark as not free the vertex. (Debug).</font>
00179         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>&lt;<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00180         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>].Free);
00181         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>].Free= <font class="keyword">false</font>;
00182 
00183         <font class="keywordflow">return</font> <a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>;
00184 }
00185 
00186 <font class="comment">// ***************************************************************************</font>
<a name="l00187"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_3">00187</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::deleteVertex(<a class="code" href="types__nl_8h.html#a14">uint</a> vid)
00188 {
00189         <font class="comment">// check and Mark as free the vertex. (Debug).</font>
00190         <a class="code" href="debug_8h.html#a6">nlassert</a>(vid&lt;<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00191         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[vid].Free);
00192         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[vid].Free= <font class="keyword">true</font>;
00193 
00194         <font class="comment">// Add this vertex to the free list.</font>
00195         <font class="comment">// create a new entry which points to this vertex.</font>
00196         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.push_back( vid );
00197 }
00198 
00199 
00200 <font class="comment">// ***************************************************************************</font>
<a name="l00201"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_0">00201</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::lockBuffer(CFarVertexBufferInfo &amp;farVB)
00202 {
00203         <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a> || <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a> );
00204         <font class="comment">// force unlock</font>
00205         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
00206 
00207         <font class="keywordflow">if</font>(_VBHard)
00208         {
00209                 <font class="keywordtype">void</font>    *<a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>-&gt;lock();
00210                 farVB.setupVertexBufferHard(*<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
00211         }
00212         <font class="keywordflow">else</font>
00213         {
00214                 farVB.setupVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
00215         }
00216 
00217         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">true</font>;
00218 }
00219 <font class="comment">// ***************************************************************************</font>
<a name="l00220"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_1">00220</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::lockBuffer(CNearVertexBufferInfo &amp;tileVB)
00221 {
00222         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s2">Tile</a>);
00223         <font class="comment">// force unlock</font>
00224         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
00225 
00226         <font class="keywordflow">if</font>(_VBHard)
00227         {
00228                 <font class="keywordtype">void</font>    *<a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>-&gt;lock();
00229                 tileVB.setupVertexBufferHard(*<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
00230         }
00231         <font class="keywordflow">else</font>
00232         {
00233                 tileVB.setupVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
00234         }
00235 
00236         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">true</font>;
00237 }
00238 <font class="comment">// ***************************************************************************</font>
<a name="l00239"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">00239</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::unlockBuffer()
00240 {
00241         <font class="keywordflow">if</font>(_BufferLocked)
00242         {
00243                 <font class="keywordflow">if</font>(_VBHard)
00244                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>-&gt;unlock();
00245                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">false</font>;
00246         }
00247 }
00248 
00249 
00250 <font class="comment">// ***************************************************************************</font>
00251 <font class="comment">// ***************************************************************************</font>
00252 <font class="comment">// VertexBuffer mgt.</font>
00253 <font class="comment">// ***************************************************************************</font>
00254 <font class="comment">// ***************************************************************************</font>
00255 
00256 
00257 <font class="comment">// ***************************************************************************</font>
<a name="l00258"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_4">00258</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::activate(<a class="code" href="types__nl_8h.html#a14">uint</a> vpId)
00259 {
00260         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>);
00261         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>);
00262 
00263         <font class="comment">// If enabled, activate Vertex program first.</font>
00264         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[vpId])
00265         {
00266                 <font class="comment">//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[vpId]-&gt;getProgram().c_str());</font>
00267                 <a class="code" href="debug_8h.html#a9">nlverify</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;activeVertexProgram(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[vpId]));
00268         }
00269 
00270         <font class="comment">// Activate VB.</font>
00271         <font class="keywordflow">if</font>(_VBHard)
00272                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;activeVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
00273         <font class="keywordflow">else</font>
00274                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>);
00275 }
00276 
00277 
00278 <font class="comment">// ***************************************************************************</font>
<a name="l00279"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">00279</a> <font class="keywordtype">void</font>                            CLandscapeVBAllocator::deleteVertexBuffer()
00280 {
00281         <font class="comment">// must unlock VBhard before.</font>
00282         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
00283 
00284         <font class="comment">// test (refptr) if the object still exist in memory.</font>
00285         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>!=NULL)
00286         {
00287                 <font class="comment">// A vbufferhard should still exist only if driver still exist.</font>
00288                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>!=NULL);
00289 
00290                 <font class="comment">// delete it from driver.</font>
00291                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
00292                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= NULL;
00293         }
00294 
00295         <font class="comment">// delete the soft one.</font>
00296         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.deleteAllVertices();
00297 }
00298 
00299 
00300 <font class="comment">// ***************************************************************************</font>
<a name="l00301"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">00301</a> <font class="keywordtype">void</font>                            CLandscapeVBAllocator::allocateVertexBuffer(<a class="code" href="types__nl_8h.html#a10">uint32</a> numVertices)
00302 {
00303         <font class="comment">// no allocation must be done if the Driver is not setuped, or if the driver has been deleted by refPtr.</font>
00304         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>);
00305 
00306         <font class="comment">// allocate() =&gt;_ReallocationOccur= true;</font>
00307         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">true</font>;
00308         <font class="comment">// must unlock VBhard before.</font>
00309         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
00310 
00311         <font class="comment">// trye to allocate a vbufferhard if possible.</font>
00312         <font class="keywordflow">if</font>( _VBHardOk )
00313         {
00314                 <font class="comment">// delete possible old _VBHard.</font>
00315                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>!=NULL)
00316                 {
00317                         <font class="comment">// VertexBufferHard lifetime &lt; Driver lifetime.</font>
00318                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>!=NULL);
00319                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
00320                 }
00321 
00322                 <font class="comment">// try to create new one, in AGP Ram</font>
00323                 <font class="comment">// If too many vertices wanted, abort VBHard.</font>
00324                 <font class="keywordflow">if</font>(numVertices &lt;= <a class="code" href="landscapevb__allocator_8cpp.html#a3">NL3D_VERTEX_MAX_VERTEX_VBHARD</a>)
00325                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;createVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.getVertexFormat(), <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.getValueTypePointer(), numVertices, IDriver::VBHardAGP);
00326                 <font class="keywordflow">else</font>
00327                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= NULL;
00328 
00329                 <font class="comment">// If KO, never try again.</font>
00330                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>==NULL)
00331                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
00332         }
00333 
00334         <font class="comment">// else, or if last fails, allocate a standard VB.</font>
00335         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>)
00336         {
00337                 <font class="comment">// This always works.</font>
00338                 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setNumVertices(numVertices);
00339         }
00340 
00341 
00342         <font class="comment">//nlinfo("Alloc a LandVB %s of %d vertices in %s", _Type==Far0?"Far0":(_Type==Far1?"Far1":"Tile"), numVertices, _VBHardOk?"VBHard":"VBSoft");</font>
00343 }
00344 
00345 
00346 <font class="comment">// ***************************************************************************</font>
00347 <font class="comment">// ***************************************************************************</font>
00348 <font class="comment">// Vertex Program.</font>
00349 <font class="comment">// ***************************************************************************</font>
00350 <font class="comment">// ***************************************************************************</font>
00351 
00352 
00353 <font class="comment">// ***************************************************************************</font>
00354 <font class="comment">/*</font>
00355 <font class="comment">        Common Part. Inputs and constants.</font>
00356 <font class="comment"></font>
00357 <font class="comment">        Inputs</font>
00358 <font class="comment">        --------</font>
00359 <font class="comment">        Standard:</font>
00360 <font class="comment">        v[0] == StartPos.       Hence, It is the SplitPoint of the father face.</font>
00361 <font class="comment">        v[8] == Tex0 (xy) </font>
00362 <font class="comment">        v[9] == Tex1 (xy) (different meanings for Far and Tile).</font>
00363 <font class="comment">        v[13] == Tex2 (xy) (just for Tile mode).</font>
00364 <font class="comment"></font>
00365 <font class="comment">        Geomorph:</font>
00366 <font class="comment">        v[10] == { GeomFactor, MaxNearLimit }</font>
00367 <font class="comment">                * where GeomFactor == max(SizeFaceA, SizeFaceB) * OORefineThreshold.</font>
00368 <font class="comment">                It's means vertices are re-computed when the RefineThreshold setup change.</font>
00369 <font class="comment"></font>
00370 <font class="comment">                * MaxNearLimit= max(nearLimitFaceA, nearLimitFaceB)</font>
00371 <font class="comment"></font>
00372 <font class="comment">        v[11].xyz == EndPos-StartPos</font>
00373 <font class="comment"></font>
00374 <font class="comment">        Alpha: NB: Since only usefull for Far1, v[12] is not in the VB for Far0 and Tile VertexBuffer.</font>
00375 <font class="comment">        v[12] == { TransitionSqrMin, OOTransitionSqrDelta}</font>
00376 <font class="comment">                * TransitionSqrMin, OOTransitionSqrDelta : Alpha transition, see preRender().</font>
00377 <font class="comment">                        There is only 3 values possibles. It depends on Far1 type. Changed in preRender()</font>
00378 <font class="comment"></font>
00379 <font class="comment"></font>
00380 <font class="comment">        Constant:</font>
00381 <font class="comment">        --------</font>
00382 <font class="comment">        Setuped at beginning of CLandscape::render()</font>
00383 <font class="comment">        c[0..3]= ModelViewProjection Matrix.</font>
00384 <font class="comment">        c[4]= {0, 1, 0.5, 0}</font>
00385 <font class="comment">        c[5]= RefineCenter</font>
00386 <font class="comment">        c[6]= {TileDistFarSqr, OOTileDistDeltaSqr, *, *}</font>
00387 <font class="comment">        c[7]= ???</font>
00388 <font class="comment">        c[8..11]= ModelView Matrix (for Fog).</font>
00389 <font class="comment">        c[12]= PZBModelPosition: landscape center / delta Position to apply before multipliying by mviewMatrix</font>
00390 <font class="comment"></font>
00391 <font class="comment"></font>
00392 <font class="comment">        Fog Note:</font>
00393 <font class="comment">        -----------</font>
00394 <font class="comment">        Fog is computed on geomorphed position R1.</font>
00395 <font class="comment">        R1.w==1, and suppose that ModelViewMatrix has no Projection Part.</font>
00396 <font class="comment">        Then Homogenous-coordinate == Non-Homogenous-coordinate.</font>
00397 <font class="comment">        Hence we need only (ModelView*R1).z to get the FogC value.</font>
00398 <font class="comment">        =&gt; computed in just on instruction.</font>
00399 <font class="comment">*/</font>
00400 
00401 
00402 <font class="comment">// ***********************</font>
00403 <font class="comment">/*</font>
00404 <font class="comment">        Common start of the program for Far0, Far1 and Tile mode.</font>
00405 <font class="comment">        It compute the good Geomorphed position.</font>
00406 <font class="comment">        At the end of this program, nothing is written in the output register, and we have in the Temp Registers:</font>
00407 <font class="comment"></font>
00408 <font class="comment">        - R0= scratch</font>
00409 <font class="comment">        - R1= CurrentPos geomorphed</font>
00410 <font class="comment">        - R2.x= sqrDist= (startPos - RefineCenter).sqrnorm(). Usefull for alpha computing.</font>
00411 <font class="comment"></font>
00412 <font class="comment">Pgr Len= 18.</font>
00413 <font class="comment">NB: 9 ope for normal errorMetric, and 9 ope for smoothing with TileNear.</font>
00414 <font class="comment"></font>
00415 <font class="comment">        The C code for this Program is:  (v[] means data is a vertex input, c[] means it is a constant)</font>
00416 <font class="comment">        {</font>
00417 <font class="comment">                // Compute Basic ErrorMetric.</font>
00418 <font class="comment">                sqrDist= (v[StartPos] - c[RefineCenter]).sqrnorm()</font>
00419 <font class="comment">                ErrorMetric= v[GeomFactor] / sqrDist</font>
00420 <font class="comment"></font>
00421 <font class="comment">                // Compute ErrorMetric modified by TileNear transition.</font>
00422 <font class="comment">                f= (c[TileDistFarSqr] - sqrDist) * c[OOTileDistDeltaSqr]</font>
00423 <font class="comment">                clamp(f, 0, 1);</font>
00424 <font class="comment">                // ^4 gives better smooth result</font>
00425 <font class="comment">                f= sqr(f);      f= sqr(f);</font>
00426 <font class="comment">                // interpolate the errorMetric</font>
00427 <font class="comment">                ErrorMetricModified= v[MaxNearLimit]*f + ErrorMetric*(1-f);</font>
00428 <font class="comment"></font>
00429 <font class="comment">                // Take the max errorMetric.</font>
00430 <font class="comment">                ErrorMetric= max(ErrorMetric, ErrorMetricModified);</font>
00431 <font class="comment"></font>
00432 <font class="comment">                // Interpolate StartPos to EndPos, between 1 and 2.</font>
00433 <font class="comment">                f= ErrorMetric - 1;</font>
00434 <font class="comment">                clamp(f, 0, 1);</font>
00435 <font class="comment">                R1= f * v[EndPos-StartPos] + StartPos;</font>
00436 <font class="comment">        }</font>
00437 <font class="comment"></font>
00438 <font class="comment">*/</font>
00439 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>=
00440 <font class="stringliteral">"!!VP1.0                                                                                                                                                                \n\</font>
00441 <font class="stringliteral">        # compute Basic geomorph into R0.x                                                                                                      \n\</font>
00442 <font class="stringliteral">        ADD     R0, v[0], -c[5];                        # R0 = startPos - RefineCenter                                          \n\</font>
00443 <font class="stringliteral">        DP3     R2.x, R0, R0;                           # R2.x= sqrDist= (startPos - RefineCenter).sqrnorm()\n\</font>
00444 <font class="stringliteral">        RCP     R0.x, R2.x;                                     # R0.x= 1 / sqrDist                                                                     \n\</font>
00445 <font class="stringliteral">        MUL     R0.x, v[10].x, R0.x;            # R0.x= ErrorMetric= GeomFactor / sqrDist                       \n\</font>
00446 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00447 <font class="stringliteral">        # compute Transition Factor To TileNear Geomorph, into R0.z                                                     \n\</font>
00448 <font class="stringliteral">        ADD     R0.z, c[6].x, -R2.x;            # R0.z= TileDistFarSqr - sqrDist                                        \n\</font>
00449 <font class="stringliteral">        MUL     R0.z, R0.z, c[6].y;                     # R0.z= f= (TileDistFarSqr - sqrDist ) * OOTileDistDeltaSqr     \n\</font>
00450 <font class="stringliteral">        MAX R0.z, R0.z, c[4].x;                                                                                                                         \n\</font>
00451 <font class="stringliteral">        MIN R0.z, R0.z, c[4].y;                 # R0.z= f= clamp(f, 0, 1);                                                      \n\</font>
00452 <font class="stringliteral">        MUL R0.z, R0.z, R0.z;                                                                                                                           \n\</font>
00453 <font class="stringliteral">        MUL R0.z, R0.z, R0.z;                   # R0.z= finalFactor= f^4                                                        \n\</font>
00454 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00455 <font class="stringliteral">        # Apply the transition factor to the ErrorMetric =&gt; R0.w= ErrorMetricModified.          \n\</font>
00456 <font class="stringliteral">        ADD     R0.w, v[10].y, -R0.x;           # R0.w= maxNearLimit - ErrorMetric                                      \n\</font>
00457 <font class="stringliteral">        MAD     R0.w, R0.z, R0.w, R0.x; # R0.w= finalFactor * (maxNearLimit - ErrorMetric) + ErrorMetric \n\</font>
00458 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00459 <font class="stringliteral">        # R0.w may be &lt; R0.x; (when the point is very near). Must take the bigger errorMetric.  \n\</font>
00460 <font class="stringliteral">        MAX     R0.x, R0.x, R0.w;                       # R0.x= ErrorMetric Max                                                         \n\</font>
00461 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00462 <font class="stringliteral">        # apply geomorph into R1                                                                                                                        \n\</font>
00463 <font class="stringliteral">        ADD R0.x, R0.x, -c[4].y;                # R0.x= ErrorMetric Max - 1                                                     \n\</font>
00464 <font class="stringliteral">        MAX R0.x, R0.x, c[4].x;                                                                                                                         \n\</font>
00465 <font class="stringliteral">        MIN R0.x, R0.x, c[4].y;                 # R0.x= geomBlend= clamp(R0.x, 0, 1);                           \n\</font>
00466 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00467 <font class="stringliteral">        # NB: Can't use MAD R1.xyz, v[11], R0.x, v[0], because can't acces 2 inputs in one op.  \n\</font>
00468 <font class="stringliteral">        # Hence, can use a MAD to Sub the Landscape Center _PZBModelPosition                            \n\</font>
00469 <font class="stringliteral">        MAD     R1.xyz, v[11], R0.x, -c[12];                                                                                                    \n\</font>
00470 <font class="stringliteral">        # trick here: since R1.w= 0, and v[0].w= 1, final R1.w==1.                                                      \n\</font>
00471 <font class="stringliteral">        ADD     R1, R1, v[0];                           # R1= geomBlend * (EndPos-StartPos) + StartPos          \n\</font>
00472 <font class="stringliteral">"</font>;
00473 
00474 
00475 <font class="comment">// ***********************</font>
00476 <font class="comment">// Test Speed.</font>
00477 <font class="comment">/*"!!VP1.0                                                                                                                                                              \n\</font>
00478 <font class="comment">        # compute Basic geomorph into R0.x                                                                                                      \n\</font>
00479 <font class="comment">        ADD     R0, v[0], -c[5];                        # R0 = startPos - RefineCenter                                          \n\</font>
00480 <font class="comment">        DP3     R2.x, R0, R0;                           # R2.x= sqrDist= (startPos - RefineCenter).sqrnorm()\n\</font>
00481 <font class="comment">        MOV     R1, v[0];                                       # R1= geomBlend * (EndPos-StartPos) + StartPos          \n\</font>
00482 <font class="comment">";</font>
00483 <font class="comment">*/</font>
00484 <font class="keyword">const</font> string <a class="code" href="namespaceNL3D.html#a88">NL3D_LandscapeTestSpeedProgram</a>=
00485 <font class="stringliteral">"       MOV R1, R1; \n  MOV R1, R1; \n  MOV R1, R1; \n  MOV R1, R1; \n  MOV R1, R1; \n\</font>
00486 <font class="stringliteral">        MOV R1, R1; \n  MOV R1, R1; \n  MOV R1, R1; \n  MOV R1, R1; \n  MOV R1, R1; \n\</font>
00487 <font class="stringliteral">"</font>;
00488 
00489 
00490 <font class="comment">// ***********************</font>
00491 <font class="comment">/*</font>
00492 <font class="comment">        Far0:</font>
00493 <font class="comment">                just project, copy uv0 and uv1</font>
00494 <font class="comment">                NB: leave o[COL0] undefined because the material don't care diffuse RGBA here</font>
00495 <font class="comment">*/</font>
00496 <font class="comment">// ***********************</font>
00497 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a89">NL3D_LandscapeFar0EndProgram</a>=
00498 <font class="stringliteral">"       # compute in Projection space                                                                                                           \n\</font>
00499 <font class="stringliteral">        DP4 o[HPOS].x, c[0], R1;                                                                                                                        \n\</font>
00500 <font class="stringliteral">        DP4 o[HPOS].y, c[1], R1;                                                                                                                        \n\</font>
00501 <font class="stringliteral">        DP4 o[HPOS].z, c[2], R1;                                                                                                                        \n\</font>
00502 <font class="stringliteral">        DP4 o[HPOS].w, c[3], R1;                                                                                                                        \n\</font>
00503 <font class="stringliteral">        MOV o[TEX0].xy, v[8];                                                                                                                           \n\</font>
00504 <font class="stringliteral">        MOV o[TEX1].xy, v[9];                                                                                                                           \n\</font>
00505 <font class="stringliteral">        DP4     o[FOGC].x, c[10], -R1;          # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z                            \n\</font>
00506 <font class="stringliteral">        END                                                                                                                                                                     \n\</font>
00507 <font class="stringliteral">"</font>;
00508 
00509 
00510 <font class="comment">// ***********************</font>
00511 <font class="comment">/*</font>
00512 <font class="comment">        Far1:</font>
00513 <font class="comment">                Compute Alpha transition.</font>
00514 <font class="comment">                Project, copy uv0 and uv1, </font>
00515 <font class="comment">                NB: leave o[COL0] RGB undefined because the material don't care diffuse RGB</font>
00516 <font class="comment">*/</font>
00517 <font class="comment">// ***********************</font>
00518 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a90">NL3D_LandscapeFar1EndProgram</a>=
00519 <font class="stringliteral">"       # compute Alpha Transition                                                                                                                      \n\</font>
00520 <font class="stringliteral">        ADD R0.x, R2.x, -v[12].x;               # R0.x= sqrDist-TransitionSqrMin                                        \n\</font>
00521 <font class="stringliteral">        MUL     R0.x, R0.x, v[12].y;            # R0.x= (sqrDist-TransitionSqrMin) * OOTransitionSqrDelta       \n\</font>
00522 <font class="stringliteral">        MAX R0.x, R0.x, c[4].x;                                                                                                                         \n\</font>
00523 <font class="stringliteral">        MIN o[COL0].w, R0.x, c[4].y;    # col.A= clamp(R0.x, 0, 1);                                                     \n\</font>
00524 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00525 <font class="stringliteral">        # compute in Projection space                                                                                                           \n\</font>
00526 <font class="stringliteral">        DP4 o[HPOS].x, c[0], R1;                                                                                                                        \n\</font>
00527 <font class="stringliteral">        DP4 o[HPOS].y, c[1], R1;                                                                                                                        \n\</font>
00528 <font class="stringliteral">        DP4 o[HPOS].z, c[2], R1;                                                                                                                        \n\</font>
00529 <font class="stringliteral">        DP4 o[HPOS].w, c[3], R1;                                                                                                                        \n\</font>
00530 <font class="stringliteral">        MOV o[TEX0].xy, v[8];                                                                                                                           \n\</font>
00531 <font class="stringliteral">        MOV o[TEX1].xy, v[9];                                                                                                                           \n\</font>
00532 <font class="stringliteral">        DP4     o[FOGC].x, c[10], -R1;          # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z                            \n\</font>
00533 <font class="stringliteral">        END                                                                                                                                                                     \n\</font>
00534 <font class="stringliteral">"</font>;
00535 
00536 
00537 <font class="comment">// ***********************</font>
00538 <font class="comment">/*</font>
00539 <font class="comment">        Tile:</font>
00540 <font class="comment">                just project, copy uv0, uv1.</font>
00541 <font class="comment">                NB: leave o[COL0] undefined because the material don't care diffuse RGBA here</font>
00542 <font class="comment">*/</font>
00543 <font class="comment">// ***********************</font>
00544 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a91">NL3D_LandscapeTileEndProgram</a>=
00545 <font class="stringliteral">"       # compute in Projection space                                                                                                           \n\</font>
00546 <font class="stringliteral">        DP4 o[HPOS].x, c[0], R1;                                                                                                                        \n\</font>
00547 <font class="stringliteral">        DP4 o[HPOS].y, c[1], R1;                                                                                                                        \n\</font>
00548 <font class="stringliteral">        DP4 o[HPOS].z, c[2], R1;                                                                                                                        \n\</font>
00549 <font class="stringliteral">        DP4 o[HPOS].w, c[3], R1;                                                                                                                        \n\</font>
00550 <font class="stringliteral">        MOV o[TEX0].xy, v[8];                                                                                                                           \n\</font>
00551 <font class="stringliteral">        MOV o[TEX1].xy, v[9];                                                                                                                           \n\</font>
00552 <font class="stringliteral">        DP4     o[FOGC].x, c[10], -R1;          # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z                            \n\</font>
00553 <font class="stringliteral">        END                                                                                                                                                                     \n\</font>
00554 <font class="stringliteral">"</font>;
00555 
00557 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a92">NL3D_LandscapeTileLightMapEndProgram</a>=
00558 <font class="stringliteral">"       # compute in Projection space                                                                                                           \n\</font>
00559 <font class="stringliteral">        DP4 o[HPOS].x, c[0], R1;                                                                                                                        \n\</font>
00560 <font class="stringliteral">        DP4 o[HPOS].y, c[1], R1;                                                                                                                        \n\</font>
00561 <font class="stringliteral">        DP4 o[HPOS].z, c[2], R1;                                                                                                                        \n\</font>
00562 <font class="stringliteral">        DP4 o[HPOS].w, c[3], R1;                                                                                                                        \n\</font>
00563 <font class="stringliteral">        MOV o[TEX0].xy, v[13];                                                                                                                          \n\</font>
00564 <font class="stringliteral">        MOV o[TEX1].xy, v[9];                                                                                                                           \n\</font>
00565 <font class="stringliteral">        DP4     o[FOGC].x, c[10], -R1;          # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z                            \n\</font>
00566 <font class="stringliteral">        END                                                                                                                                                                     \n\</font>
00567 <font class="stringliteral">"</font>;
00568 
00569 
00570 <font class="comment">// ***************************************************************************</font>
<a name="l00571"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">00571</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::deleteVertexProgram()
00572 {
00573         <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i&lt;<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_0u0">MaxVertexProgram</a>;i++)
00574         {
00575                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i])
00576                 {
00577                         <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i];
00578                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i]= NULL;
00579                 }
00580         }
00581 }
00582 
00583 
00584 <font class="comment">// ***************************************************************************</font>
<a name="l00585"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_2">00585</a> <font class="keywordtype">void</font>                    CLandscapeVBAllocator::setupVBFormatAndVertexProgram(<font class="keywordtype">bool</font> withVertexProgram)
00586 {
00587         <font class="comment">// If not vertexProgram mode</font>
00588         <font class="keywordflow">if</font>(!withVertexProgram)
00589         {
00590                 <font class="comment">// setup normal VB format.</font>
00591                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a>)
00592                         <font class="comment">// v3f/t2f0/t2f1</font>
00593                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag);
00594                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a>)
00595                         <font class="comment">// v3f/t2f/t2f1/c4ub</font>
00596                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::PrimaryColorFlag );
00597                 <font class="keywordflow">else</font>
00598                         <font class="comment">// v3f/t2f0/t2f1/t2f2</font>
00599                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::TexCoord2Flag);
00600         }
00601         <font class="keywordflow">else</font>
00602         {
00603                 <font class="comment">// Else Setup our Vertex Program, and good VBuffers, according to _Type.</font>
00604 
00605                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a>)
00606                 {
00607                         <font class="comment">// Build the Vertex Format.</font>
00608                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
00609                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>,   CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
00610                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>,               CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
00611                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>,               CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
00612                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>,   CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
00613                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>,   CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
00614                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
00615 
00616                         <font class="comment">// Init the Vertex Program.</font>
00617                         string  vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) + 
00618                                 string(<a class="code" href="namespaceNL3D.html#a89">NL3D_LandscapeFar0EndProgram</a>);
00619                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00620                 }
00621                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a>)
00622                 {
00623                         <font class="comment">// Build the Vertex Format.</font>
00624                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
00625                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>,   CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
00626                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>,               CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
00627                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>,               CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
00628                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>,   CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
00629                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>,   CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
00630                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a6">NL3D_LANDSCAPE_VPPOS_ALPHAINFO</a>,  CVertexBuffer::Float2); <font class="comment">// v[12]= AlphaInfos.</font>
00631                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
00632 
00633                         <font class="comment">// Init the Vertex Program.</font>
00634                         string  vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) + 
00635                                 string(<a class="code" href="namespaceNL3D.html#a90">NL3D_LandscapeFar1EndProgram</a>);
00636                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00637                 }
00638                 <font class="keywordflow">else</font>
00639                 {
00640                         <font class="comment">// Build the Vertex Format.</font>
00641                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
00642                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>,   CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
00643                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>,               CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
00644                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>,               CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
00645                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a3">NL3D_LANDSCAPE_VPPOS_TEX2</a>,               CVertexBuffer::Float2); <font class="comment">// v[13]= Tex2.</font>
00646                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>,   CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
00647                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>,   CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
00648                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
00649 
00650                         <font class="comment">// Init the Vertex Program.</font>
00651                         string  vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) + 
00652                                 string(<a class="code" href="namespaceNL3D.html#a91">NL3D_LandscapeTileEndProgram</a>);
00653                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00654 
00655                         <font class="comment">// Init the Vertex Program for lightmap pass</font>
00656                         vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) + 
00657                                 string(<a class="code" href="namespaceNL3D.html#a92">NL3D_LandscapeTileLightMapEndProgram</a>);
00658                         <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[1]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00659                 }
00660         }
00661 
00662 }
00663 
00664 
00665 
00666 
00667 } <font class="comment">// NL3D</font>
</pre></div>

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