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<hr><h1>patch_render.cpp</h1><a href="patch__render_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025 
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 
00028 
00029 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="tessellation_8h.html">3d/tessellation.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="bezier__patch_8h.html">3d/bezier_patch.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="landscape__profile_8h.html">3d/landscape_profile.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
00038 <font class="keyword">using</font>   <font class="keyword">namespace       </font>std;
00039 <font class="keyword">using</font>   <font class="keyword">namespace       </font>NLMISC;
00040 
00041 
00042 <font class="keyword">namespace </font>NL3D 
00043 {
00044 
00045 
00046 <font class="comment">// ***************************************************************************</font>
00047 <font class="comment">// ***************************************************************************</font>
00048 <font class="comment">// Patch Texture computation.</font>
00049 <font class="comment">// ***************************************************************************</font>
00050 <font class="comment">// ***************************************************************************</font>
00051 
00052 
00053 <font class="comment">// ***************************************************************************</font>
<a name="l00054"></a><a class="code" href="classNL3D_1_1CPatch.html#c8">00054</a> <font class="keywordtype">void</font>                    CPatch::computeNewFar(sint &amp;newFar0, sint &amp;newFar1)
00055 {
00056         <font class="comment">// Classify the patch.</font>
00057         <font class="comment">//========================</font>
00058         <font class="keywordtype">float</font>   <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>= (CLandscapeGlobals::RefineCenter-<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Center).norm() - <a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius;
00059         <font class="keywordtype">float</font>   rr=0.0;
00060         <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>&lt;CLandscapeGlobals::TileDistNear)
00061                 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::TileDistNear, newFar0= 0;
00062         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>&lt;CLandscapeGlobals::Far0Dist)
00063                 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::Far0Dist, newFar0= 1;
00064         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>&lt;CLandscapeGlobals::Far1Dist)
00065                 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::Far1Dist, newFar0= 2;
00066         <font class="keywordflow">else</font>
00067                 newFar0= 3;
00068         <font class="comment">// Transition with the next level.</font>
00069         newFar1=0;
00070         <font class="keywordflow">if</font>(newFar0&lt;3 &amp;&amp; rr&gt;-(CLandscapeGlobals::FarTransition+2*<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius))
00071         {
00072                 newFar1= newFar0+1;
00073         }
00074 
00075 
00076         <font class="comment">// Update Texture Info.</font>
00077         <font class="comment">//========================</font>
00078         <font class="keywordflow">if</font>(newFar0!=<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a> || newFar1!=<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
00079         {
00080                 <font class="comment">// Backup old pass0</font>
00081                 CPatchRdrPass   *oldPass0=<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass;
00082                 CPatchRdrPass   *oldPass1=<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass;
00083 
00084                 <font class="comment">// Checks</font>
00085                 <font class="keywordflow">if</font> (oldPass0==NULL)
00086                         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&lt;=0);
00087                 <font class="keywordflow">if</font> (oldPass1==NULL)
00088                         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&lt;=0);
00089 
00090                 <font class="keywordtype">float</font> oldFar0UScale=<a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>;
00091                 <font class="keywordtype">float</font> oldFar0VScale=<a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>;
00092                 <font class="keywordtype">float</font> oldFar0UBias=<a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
00093                 <font class="keywordtype">float</font> oldFar0VBias=<a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
00094                 uint8 oldFlags=<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>;
00095 
00096 
00097                 <font class="comment">// Don't delete the pass0 if the new newFar1 will use it</font>
00098                 <font class="keywordflow">if</font> ((newFar1==<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)&amp;&amp;(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0))
00099                         <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=NULL;
00100 
00101                 <font class="comment">// Don't delete the pass1 if the new newFar0 will use it</font>
00102                 <font class="keywordflow">if</font> ((newFar0==<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)&amp;&amp;(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0))
00103                         <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=NULL;
00104 
00105                 <font class="comment">// Pass0 have changed ?</font>
00106                 <font class="keywordflow">if</font> (newFar0!=<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)
00107                 {
00108                         <font class="comment">// Compute / get the texture Far.</font>
00109                         <font class="keywordflow">if</font>(newFar0&gt;0)
00110                         {
00111                                 <font class="comment">// Free the old pass, don't used any more</font>
00112                                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
00113                                         <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>);
00114 
00115                                 <font class="comment">// Can we use the old pass1 ?</font>
00116                                 <font class="keywordflow">if</font> (newFar0==<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
00117                                 {
00118                                         <font class="comment">// Yes, recycle it!</font>
00119                                         <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=oldPass1;
00120 
00121                                         <font class="comment">// Copy uv coordinates</font>
00122                                         <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>=<a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>;
00123                                         <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>=<a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>;
00124                                         <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>=<a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
00125                                         <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>=<a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
00126 
00127                                         <font class="comment">// Copy rotation flag</font>
00128                                         <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;=~<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>;                  <font class="comment">// erase it</font>
00129                                         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>)
00130                                                 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>;                   <font class="comment">// copy it</font>
00131                                 }
00132                                 <font class="keywordflow">else</font>    <font class="comment">// get a new render pass</font>
00133                                 {
00134                                         <font class="comment">// Rotation boolean</font>
00135                                         <font class="keywordtype">bool</font> bRot;
00136                                         <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;getFarRenderPass(<font class="keyword">this</font>, newFar0, <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>, <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>, bRot);
00137 
00138                                         <font class="comment">// Flags is set if the far texture is rotated of 90� to the left</font>
00139                                         <font class="keywordflow">if</font> (bRot)
00140                                                 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>;
00141                                         <font class="keywordflow">else</font>
00142                                                 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;=~<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>;
00143                                 }
00144                         }
00145                         <font class="keywordflow">else</font>    <font class="comment">// no more far pass0</font>
00146                         {
00147                                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
00148                                 {
00149                                         <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>);
00150                                         <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=NULL;
00151                                 }
00152                         }
00153                 }
00154 
00155                 <font class="comment">// Pass1 have changed ?</font>
00156                 <font class="keywordflow">if</font> (newFar1!=<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
00157                 {
00158                         <font class="comment">// Now let's go with pass1</font>
00159                         <font class="keywordflow">if</font>(newFar1&gt;0)
00160                         {
00161                                 <font class="comment">// Delete the pass1 if not used any more</font>
00162                                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
00163                                         <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>);
00164 
00165                                 <font class="comment">// Can we use the old pass1 ?</font>
00166                                 <font class="keywordflow">if</font> (newFar1==<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)
00167                                 {
00168                                         <font class="comment">// Yes, recycle it!</font>
00169                                         <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass= oldPass0;
00170                                         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
00171 
00172                                         <font class="comment">// Copy uv coordinates</font>
00173                                         <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>=oldFar0UScale;
00174                                         <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>=oldFar0VScale;
00175                                         <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>=oldFar0UBias;
00176                                         <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>=oldFar0VBias;
00177 
00178                                         <font class="comment">// Copy rotation flag</font>
00179                                         <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;=~<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>;                  <font class="comment">// erase it</font>
00180                                         <font class="keywordflow">if</font> (oldFlags&amp;<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>)
00181                                                 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>;                   <font class="comment">// copy it</font>
00182                                 }
00183                                 <font class="keywordflow">else</font>    <font class="comment">// get a new render pass</font>
00184                                 {
00185                                         <font class="comment">// Rotation boolean</font>
00186                                         <font class="keywordtype">bool</font> bRot;
00187                                         <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;getFarRenderPass(<font class="keyword">this</font>, newFar1, <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>, <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>, bRot);
00188                                         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
00189 
00190                                         <font class="comment">// Flags is set if the far texture is rotated of 90� to the left</font>
00191                                         <font class="keywordflow">if</font> (bRot)
00192                                                 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>;
00193                                         <font class="keywordflow">else</font>
00194                                                 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;=~<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>;
00195                                 }
00196 
00197                                 <font class="comment">// Compute info for transition.</font>
00198                                 <font class="keywordtype">float</font>   farDist;
00199                                 <font class="keywordflow">switch</font>(newFar1)
00200                                 {
00201                                         <font class="keywordflow">case</font> 1: farDist= CLandscapeGlobals::TileDistNear; <font class="keywordflow">break</font>;
00202                                         <font class="keywordflow">case</font> 2: farDist= CLandscapeGlobals::Far0Dist; <font class="keywordflow">break</font>;
00203                                         <font class="keywordflow">case</font> 3: farDist= CLandscapeGlobals::Far1Dist; <font class="keywordflow">break</font>;
00204                                         <font class="keywordflow">default</font>: <a class="code" href="debug_8h.html#a12">nlstop</a>;
00205                                 };
00206                                 <a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(farDist-CLandscapeGlobals::FarTransition);
00207                                 <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>= 1.0f/(<a class="code" href="namespaceNLMISC.html#a214">sqr</a>(farDist)-<a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>);
00208                         }
00209                         <font class="keywordflow">else</font>    <font class="comment">// no more far pass1</font>
00210                         {
00211                                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
00212                                 {
00213                                         <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>);
00214                                         <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=NULL;
00215                                 }
00216                         }
00217                 }
00218 
00219         }
00220 
00221         <font class="comment">// Don't copy Far0 and Far1.</font>
00222 }
00223 
00224 
00225 <font class="comment">// ***************************************************************************</font>
<a name="l00226"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_1">00226</a> <font class="keywordtype">void</font>                    CPatch::updateTextureFarOnly()
00227 {
00228         <font class="comment">// If visible, don't change Far, because VB must be changed too. preRender() should have been called isntead.</font>
00229         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>)
00230                 <font class="keywordflow">return</font>;
00231 
00232         sint    newFar0,newFar1;
00233         <font class="comment">// compute new Far0 and new Far1.</font>
00234         <a class="code" href="classNL3D_1_1CPatch.html#c8">computeNewFar</a>(newFar0, newFar1);
00235 
00236         <font class="comment">// Far change.</font>
00237         <font class="comment">//------------------</font>
00238         <font class="comment">// Set new far values</font>
00239         <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= newFar0;
00240         <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= newFar1;
00241 }
00242 
00243 
00244 
00245 <font class="comment">// ***************************************************************************</font>
00246 <font class="comment">// ***************************************************************************</font>
00247 <font class="comment">// Patch / Face rendering.</font>
00248 <font class="comment">// ***************************************************************************</font>
00249 <font class="comment">// ***************************************************************************</font>
00250 
00251 
00252 <font class="comment">// ***************************************************************************</font>
<a name="l00253"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_0">00253</a> <font class="keywordtype">void</font>                    CPatch::preRender()
00254 {
00255         <font class="comment">// If not visible, do nothing.</font>
00256         <font class="keywordflow">if</font>(RenderClipped)
00257                 <font class="keywordflow">return</font>;
00258 
00259 
00260         <font class="comment">// 0. Classify the patch, and update TextureInfo.</font>
00261         <font class="comment">//=======================</font>
00262         sint    newFar0,newFar1;
00263         <font class="comment">// compute new Far0 and new Far1.</font>
00264         <a class="code" href="classNL3D_1_1CPatch.html#c8">computeNewFar</a>(newFar0, newFar1);
00265 
00266 
00267         <font class="comment">// 2. Update vertices in VB</font>
00268         <font class="comment">//========================</font>
00269         sint    oldFar0= <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>, oldFar1= <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>;
00270 
00271         <font class="comment">// Test if go in or go out tileMode.</font>
00272         <font class="keywordtype">bool</font>    changeTileMode;
00273         <font class="comment">// this is true if a change is made, and if old or current is in TileMode.</font>
00274         changeTileMode= (newFar0!=oldFar0) &amp;&amp; (newFar0==0 || oldFar0==0);
00275         <font class="comment">// Or this is true if Far0 / Far1 was invalid before.</font>
00276         changeTileMode= changeTileMode || oldFar0==-1 || oldFar1==-1;
00277 
00278         <font class="comment">// Pre VB change.</font>
00279         <font class="comment">//------------------</font>
00280         <font class="comment">// In this case, major change: delete all VB, then recreate after.</font>
00281         <font class="keywordflow">if</font>(changeTileMode)
00282         {
00283                 <font class="comment">// delete the old VB (NB: RenderClipped==false here). </font>
00284                 <font class="comment">// NB: Far0 and Far1 are still unmodified, so deleteVB() will do the good job.</font>
00285                 <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>();
00286         }
00287         <font class="keywordflow">else</font>
00288         {
00289                 <font class="comment">// minor change: Far0 UV, or Far1.</font>
00290                 <font class="comment">// Far0 UV: do nothing here.</font>
00291                 <font class="comment">// If change in Far1, must delete Far1</font>
00292                 <font class="keywordflow">if</font>(newFar1!=oldFar1)
00293                 {
00294                         <font class="comment">// NB: Far1 is still unmodified, so deleteVB() will do the good job.</font>
00295                         <a class="code" href="classNL3D_1_1CPatch.html#z673_4">deleteVBAndFaceVectorFar1Only</a>();
00296                 }
00297         }
00298 
00299         <font class="comment">// Far change.</font>
00300         <font class="comment">//------------------</font>
00301         <font class="comment">// Set new far values</font>
00302         <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= newFar0;
00303         <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= newFar1;
00304 
00305 
00306         <font class="comment">// Post VB change.</font>
00307         <font class="comment">//------------------</font>
00308         <font class="keywordflow">if</font>(changeTileMode)
00309         {
00310                 <font class="comment">// major change: recreate all the VB.</font>
00311                 <a class="code" href="classNL3D_1_1CPatch.html#z673_1">allocateVBAndFaceVector</a>();
00312                 <font class="comment">// Then try to refill if possible.</font>
00313                 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
00314         }
00315         <font class="keywordflow">else</font>
00316         {
00317                 <font class="comment">// minor change: Far0 UV, or Far1.</font>
00318                 <font class="comment">// If change in Far0</font>
00319                 <font class="keywordflow">if</font>(newFar0!=oldFar0)
00320                 {
00321                         <font class="comment">// Then must recompute VB with good UVs.</font>
00322                         <font class="comment">// An optimisation is to check if UVs had really change (see UScale ...)</font>
00323                         <font class="comment">// but the case they don't change is very rare: 1/16.</font>
00324                         <a class="code" href="classNL3D_1_1CPatch.html#z673_6">fillVBFar0Only</a>();
00325                 }
00326 
00327                 <font class="comment">// If change in Far1, must allcoate and recompute UVs.</font>
00328                 <font class="keywordflow">if</font>(newFar1!=oldFar1)
00329                 {
00330                         <a class="code" href="classNL3D_1_1CPatch.html#z673_5">allocateVBAndFaceVectorFar1Only</a>();
00331                         <font class="comment">// try to fill if no reallocation problem</font>
00332                         <a class="code" href="classNL3D_1_1CPatch.html#z673_7">fillVBFar1Only</a>();
00333                 }
00334         }
00335 
00336 
00337         <font class="comment">// 3. Append patch to renderList.</font>
00338         <font class="comment">//=====================</font>
00339         <font class="comment">// This patch is visible. So if good far, append.</font>
00340         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
00341         {
00342                 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass-&gt;appendRdrPatchFar0(&amp;<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
00343         }
00344         <font class="comment">// Same for Far1.</font>
00345         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
00346         {
00347                 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass-&gt;appendRdrPatchFar1(&amp;<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
00348         }
00349 
00350 
00351         <font class="comment">// 4. Clip tess blocks.</font>
00352         <font class="comment">//=====================</font>
00353         <font class="comment">// If we are in Tile/FarTransition</font>
00354         <font class="keywordtype">bool</font>    doClipFar= <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>==1;
00355         <font class="comment">// Parse all TessBlocks.</font>
00356         uint                    nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
00357         CTessBlock              *pTessBlock= nTessBlock&gt;0? &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
00358         <font class="keywordflow">for</font>(; nTessBlock&gt;0; pTessBlock++, nTessBlock--)
00359         {
00360                 CTessBlock              &amp;tblock= *pTessBlock;
00361 
00362                 <font class="comment">// bkup the old result for clipping</font>
00363                 <font class="keywordtype">bool</font>    oldVisibleFar0= tblock.visibleFar0();
00364                 <font class="keywordtype">bool</font>    oldVisibleTile= tblock.visibleTile();
00365                 <font class="keywordtype">bool</font>    oldVisibleFar1= tblock.visibleFar1();
00366 
00367                 <font class="comment">// If this TessBlock is empty, do not need to clip</font>
00368                 <font class="keywordflow">if</font>(tblock.FaceTileMaterialRefCount==0)
00369                 {
00370                         <font class="comment">// Simply force the clip.</font>
00371                         tblock.forceClip();
00372                 }
00373                 <font class="keywordflow">else</font>
00374                 {
00375                         <font class="comment">// clip the tessBlock.</font>
00376                         tblock.resetClip();
00377                         tblock.clip();
00378                         <font class="comment">// If we are in Tile/FarTransition</font>
00379                         <font class="keywordflow">if</font>(doClipFar)
00380                                 tblock.clipFar(CLandscapeGlobals::RefineCenter, CLandscapeGlobals::TileDistNear, CLandscapeGlobals::FarTransition);
00381 
00382                         <font class="comment">// If TileMode, and if tile visible</font>
00383                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; tblock.visibleTile() )
00384                         {
00385                                 <font class="comment">// Append all tiles (if any) to the renderPass list!</font>
00386                                 <font class="keywordflow">for</font>(uint j=0;j&lt;<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>; j++)
00387                                 {
00388                                         <font class="comment">// If tile exist</font>
00389                                         <font class="keywordflow">if</font>(tblock.RdrTileRoot[j])
00390                                                 <font class="comment">// add it to the renderList</font>
00391                                                 tblock.RdrTileRoot[j]-&gt;appendTileToEachRenderPass(<a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
00392                                 }
00393                         }       
00394                 }
00395 
00396                 <font class="comment">// If change of clip in tessBlock, must update the tessBlock</font>
00397                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt; 0 &amp;&amp; oldVisibleFar0 != tblock.visibleFar0() )
00398                 {
00399                         <font class="keywordflow">if</font>( tblock.visibleFar0() )
00400                         {
00401                                 <font class="comment">// allocate</font>
00402                                 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
00403                                 <font class="comment">// fill only if possible.</font>
00404                                 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs())
00405                                         <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
00406                                 <font class="comment">// rebuild triangles index list.</font>
00407                                 tblock.refillFaceVectorFar0();
00408                         }
00409                         <font class="keywordflow">else</font>
00410                         {
00411                                 <font class="comment">// delete</font>
00412                                 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
00413                         }
00414                 }
00415                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; oldVisibleTile != tblock.visibleTile() )
00416                 {
00417                         <font class="keywordflow">if</font>( tblock.visibleTile() )
00418                         {
00419                                 <font class="comment">// allocate</font>
00420                                 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, <font class="keyword">true</font>);
00421                                 <font class="comment">// fill only if possible.</font>
00422                                 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentTileVBAllocator-&gt;reallocationOccurs())
00423                                         <a class="code" href="classNL3D_1_1CPatch.html#c14">fillTileVertexListVB</a>(tblock.NearVertexList);
00424                                 <font class="comment">// rebuild triangles index list.</font>
00425                                 tblock.refillFaceVectorTile();
00426                         }
00427                         <font class="keywordflow">else</font>
00428                         {
00429                                 <font class="comment">// delete</font>
00430                                 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, <font class="keyword">false</font>);
00431                         }
00432                 }
00433                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt; 0 &amp;&amp; oldVisibleFar1 != tblock.visibleFar1() )
00434                 {
00435                         <font class="keywordflow">if</font>( tblock.visibleFar1() )
00436                         {
00437                                 <font class="comment">// allocate</font>
00438                                 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
00439                                 <font class="comment">// fill only if possible.</font>
00440                                 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs())
00441                                         <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
00442                                 <font class="comment">// rebuild triangles index list.</font>
00443                                 tblock.refillFaceVectorFar1();
00444                         }
00445                         <font class="keywordflow">else</font>
00446                         {
00447                                 <font class="comment">// delete</font>
00448                                 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
00449                         }
00450                 }
00451         }
00452 
00453 }
00454 
00455 
00456 <font class="comment">// Special profiling.</font>
00457 <font class="preprocessor">#ifdef  NL3D_PROFILE_LAND</font>
00458 <font class="preprocessor"></font><font class="preprocessor">#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv)              \</font>
00459 <font class="preprocessor">        if(_fv)                                                                                 \</font>
00460 <font class="preprocessor">        {                                                                                               \</font>
00461 <font class="preprocessor">                NL3D_PROFILE_LAND_ADD(_x, _fv-&gt;NumTri);         \</font>
00462 <font class="preprocessor">        }</font>
00463 <font class="preprocessor"></font><font class="preprocessor">#else</font>
<a name="l00464"></a><a class="code" href="patch__render_8cpp.html#a0">00464</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv)</font>
00465 <font class="preprocessor"></font><font class="preprocessor">#endif</font>
00466 <font class="preprocessor"></font>
00467 
00468 <font class="comment">// ***************************************************************************</font>
00469 <font class="keyword">static</font>  <font class="keyword">inline</font>  <font class="keywordtype">void</font>    <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(CLandscapeFaceVector *fv)
00470 {
00471         <font class="comment">// If not NULL (ie not empty).</font>
00472         <font class="keywordflow">if</font>(fv)
00473         {
00474                 <font class="comment">// TestYoyo: Bench.</font>
00475                 <font class="comment">/*</font>
00476 <font class="comment">                extern  uint    TEMP_NRFV;</font>
00477 <font class="comment">                extern  uint    TEMP_NRFVTri;</font>
00478 <font class="comment">                extern  float   TEMP_NRFVMeanTri;</font>
00479 <font class="comment">                extern  float   TEMP_NRFVDeltaTri;</font>
00480 <font class="comment">                TEMP_NRFV++;</font>
00481 <font class="comment">                TEMP_NRFVTri+= fv-&gt;NumTri;</font>
00482 <font class="comment">                TEMP_NRFVDeltaTri+= sqr(fv-&gt;NumTri-TEMP_NRFVMeanTri);</font>
00483 <font class="comment">                */</font>
00484 
00485                 <font class="comment">// here we have NumTri&gt;0, because fv!=NULL.</font>
00486 
00487                 <font class="comment">// making lot of render() is slower than copy a block, and render it.</font>
00488                 <font class="comment">//CLandscapeGlobals::PatchCurrentDriver-&gt;renderSimpleTriangles(fv-&gt;TriPtr, fv-&gt;NumTri);</font>
00489 
00490 <font class="preprocessor">#ifdef  NL_OS_WINDOWS</font>
00491 <font class="preprocessor"></font>                __asm
00492                 {
00493                         mov             ebx, fv
00494                         mov             edi, <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>
00495 
00496                         mov             edx, <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>
00497                         xor             eax, eax                <font class="comment">// Avoid AGI stall.</font>
00498 
00499                         mov             ecx, [ebx]fv.NumTri
00500                         mov             esi, [ebx]fv.TriPtr
00501 
00502                         mov             eax, ecx                                <font class="comment">// eax= bkup NumTris</font>
00503                         lea             ecx, [ecx + ecx*2]              <font class="comment">// ecx= nTriIndex= NumTris*3</font>
00504 
00505                         <font class="comment">// copy tri indices</font>
00506                         rep             movsd
00507 
00508                         add             edx, eax                                <font class="comment">// edx= NL3D_LandscapeGlobals_PassNTri + fv-&gt;NumTri;</font>
00509 
00510                         <font class="comment">// NL3D_LandscapeGlobals_PassTriCurPtr= edi= new ptr after copy</font>
00511                         mov             <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>, edi
00512                         mov             <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>, edx
00513                 }
00514 <font class="preprocessor">#else</font>
00515 <font class="preprocessor"></font>                uint    nTriIndex= fv-&gt;NumTri*3;
00516                 <font class="comment">// Fill and increment the array.</font>
00517                 memcpy( <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>, fv-&gt;TriPtr, nTriIndex * <font class="keyword">sizeof</font>(uint32) );
00518                 <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>+= nTriIndex;
00519                 <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>+= fv-&gt;NumTri;
00520 <font class="preprocessor">#endif</font>
00521 <font class="preprocessor"></font>        }
00522 }
00523 
00524 
00525 <font class="comment">// ***************************************************************************</font>
<a name="l00526"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_2">00526</a> <font class="keywordtype">void</font>                    CPatch::renderFar0()
00527 {
00528         <font class="comment">// Must be visible, and must be called only if the RdrPass is enabled.</font>
00529         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass);
00530 
00531         <font class="comment">// Render tris of MasterBlock.</font>
00532         <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far0FaceVector);
00533         <font class="comment">// profile</font>
00534         <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far0FaceVector);
00535 
00536         <font class="comment">// Render tris of TessBlocks.</font>
00537         uint                    nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
00538         CTessBlock              *pTessBlock= nTessBlock&gt;0? &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
00539         <font class="keywordflow">for</font>(; nTessBlock&gt;0; pTessBlock++, nTessBlock--)
00540         {
00541                 CTessBlock              &amp;tblock= *pTessBlock;
00542                 <font class="comment">// if block visible, render</font>
00543                 <font class="keywordflow">if</font>( tblock.visibleFar0() )
00544                 {
00545                         <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(tblock.Far0FaceVector);
00546                         <font class="comment">// profile</font>
00547                         <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, tblock.Far0FaceVector);
00548                 }
00549         }
00550 
00551         <font class="comment">// Check the pass is in the set</font>
00552 <font class="preprocessor">#ifdef NL_DEBUG</font>
00553 <font class="preprocessor"></font>        <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
00554         {
00555                 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.end());
00556                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)==<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.end())
00557                 {
00558                         <font class="keywordtype">bool</font> bFound=<font class="keyword">false</font>;
00559                         {
00560                                 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
00561                                 {
00562                                         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].end())
00563                                         {
00564                                                 bFound=<font class="keyword">true</font>;
00565                                                 <font class="keywordflow">break</font>;
00566                                         }
00567                                 }
00568                         }
00569                         <a class="code" href="debug_8h.html#a6">nlassert</a> (bFound);
00570                 }
00571         }
00572 <font class="preprocessor">#endif // NL_DEBUG</font>
00573 <font class="preprocessor"></font>}
00574 
00575 
00576 <font class="comment">// ***************************************************************************</font>
<a name="l00577"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_3">00577</a> <font class="keywordtype">void</font>                    CPatch::renderFar1()
00578 {
00579         <font class="comment">// Must be visible, and must be called only if the RdrPass is enabled.</font>
00580         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
00581 
00582         <font class="comment">// Render tris of MasterBlock.</font>
00583         <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far1FaceVector);
00584         <font class="comment">// profile.</font>
00585         <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far1FaceVector);
00586 
00587         <font class="comment">// Render tris of TessBlocks.</font>
00588         uint                    nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
00589         CTessBlock              *pTessBlock= nTessBlock&gt;0? &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
00590         <font class="keywordflow">for</font>(; nTessBlock&gt;0; pTessBlock++, nTessBlock--)
00591         {
00592                 CTessBlock              &amp;tblock= *pTessBlock;
00593                 <font class="comment">// if block visible, render</font>
00594                 <font class="keywordflow">if</font>( tblock.visibleFar1() )
00595                 {
00596                         <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(tblock.Far1FaceVector);
00597                         <font class="comment">// profile.</font>
00598                         <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, tblock.Far1FaceVector);
00599                 }
00600         }
00601 
00602         <font class="comment">// Check the pass is in the set</font>
00603 <font class="preprocessor">#ifdef NL_DEBUG</font>
00604 <font class="preprocessor"></font>        <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
00605         {
00606                 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.end());
00607                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)==<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSet.end())
00608                 {
00609                         <font class="keywordtype">bool</font> bFound=<font class="keyword">false</font>;
00610                         {
00611                                 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
00612                                 {
00613                                         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>-&gt;Landscape-&gt;_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].end())
00614                                         {
00615                                                 bFound=<font class="keyword">true</font>;
00616                                                 <font class="keywordflow">break</font>;
00617                                         }
00618                                 }
00619                         }
00620                         <a class="code" href="debug_8h.html#a6">nlassert</a> (bFound);
00621                 }
00622         }
00623 <font class="preprocessor">#endif // NL_DEBUG</font>
00624 <font class="preprocessor"></font>}
00625 
00626 
00627 <font class="comment">// ***************************************************************************</font>
<a name="l00628"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a2">00628</a> <font class="keywordtype">void</font>                    CTileMaterial::renderTile(uint pass)
00629 {
00630         <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
00631         <font class="comment">// If the pass is enabled.</font>
00632         <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[pass].PatchRdrPass)
00633         {
00634                 <font class="comment">// render tris of the good faceList.</font>
00635                 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[pass]);
00636 
00637                 <font class="comment">// profile.</font>
00638                 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[pass], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[pass]);
00639         }
00640 }
00641 
00642 <font class="comment">// ***************************************************************************</font>
<a name="l00643"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a3">00643</a> <font class="keywordtype">void</font>                    CTileMaterial::renderTilePassRGB0()
00644 {
00645         <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
00646         <font class="comment">// this pass must be enabled!</font>
00647         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>].PatchRdrPass);
00648         <font class="comment">// render tris of the good faceList.</font>
00649         <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00650 
00651         <font class="comment">// profile.</font>
00652         <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00653 }
00654 
00655 <font class="comment">// ***************************************************************************</font>
<a name="l00656"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a4">00656</a> <font class="keywordtype">void</font>                    CTileMaterial::renderTilePassLightmap()
00657 {
00658         <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
00659         <font class="comment">// this pass must be enabled!</font>
00660         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>].PatchRdrPass);
00661         <font class="comment">// render tris of the good faceList, ie the one of PassRGB0, because vertices are reused.</font>
00662         <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00663 
00664         <font class="comment">// profile.</font>
00665         <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00666 }
00667 
00668 
00669 <font class="comment">// ***************************************************************************</font>
00670 <font class="comment">// ***************************************************************************</font>
00671 <font class="comment">// FaceVector Allocation</font>
00672 <font class="comment">// ***************************************************************************</font>
00673 <font class="comment">// ***************************************************************************</font>
00674 
00675 
00676 <font class="comment">// ***************************************************************************</font>
<a name="l00677"></a><a class="code" href="classNL3D_1_1CPatch.html#c21">00677</a> <font class="keywordtype">void</font>            CPatch::createFaceVectorFar1()
00678 {
00679         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
00680         {
00681                 <font class="comment">// Create the face for all TessBlocks.</font>
00682                 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00683                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00684                         <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00685         }
00686 }
00687 <font class="comment">// ***************************************************************************</font>
<a name="l00688"></a><a class="code" href="classNL3D_1_1CPatch.html#c22">00688</a> <font class="keywordtype">void</font>            CPatch::deleteFaceVectorFar1()
00689 {
00690         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
00691         {
00692                 <font class="comment">// delete the face for all TessBlocks.</font>
00693                 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.deleteFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00694                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00695                         <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00696         }
00697 }
00698 <font class="comment">// ***************************************************************************</font>
<a name="l00699"></a><a class="code" href="classNL3D_1_1CPatch.html#c23">00699</a> <font class="keywordtype">void</font>            CPatch::createFaceVectorFar0OrTile()
00700 {
00701         <font class="comment">// If Far Mode.</font>
00702         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
00703         {
00704                 <font class="comment">// Create the face for all TessBlocks.</font>
00705                 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00706                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00707                         <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00708         }
00709         <font class="comment">// Or If Tile Mode.</font>
00710         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
00711         {
00712                 <font class="comment">// Create the face for all TessBlocks.</font>
00713                 <font class="comment">// No tiles in MasterBlock!</font>
00714                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00715                         <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00716         }
00717 }
00718 <font class="comment">// ***************************************************************************</font>
<a name="l00719"></a><a class="code" href="classNL3D_1_1CPatch.html#c24">00719</a> <font class="keywordtype">void</font>            CPatch::deleteFaceVectorFar0OrTile()
00720 {
00721         <font class="comment">// If Far Mode.</font>
00722         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
00723         {
00724                 <font class="comment">// delete the face for all TessBlocks.</font>
00725                 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.deleteFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00726                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00727                         <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00728         }
00729         <font class="comment">// Or If Tile Mode.</font>
00730         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
00731         {
00732                 <font class="comment">// delete the face for all TessBlocks.</font>
00733                 <font class="comment">// No tiles in MasterBlock!</font>
00734                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00735                         <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00736         }
00737 }
00738 
00739 
00740 <font class="comment">// ***************************************************************************</font>
<a name="l00741"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_13">00741</a> <font class="keywordtype">void</font>            CPatch::recreateTessBlockFaceVector(CTessBlock &amp;block)
00742 {
00743         <font class="comment">// Do it Only if patch is visible.</font>
00744         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>)
00745         {
00746                 <font class="comment">// Far0.</font>
00747                 <font class="comment">// If Far Mode.</font>
00748                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
00749                 {
00750                         <font class="comment">// Create the face for this TessBlock only.</font>
00751                         block.createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00752                 }
00753                 <font class="comment">// Or If Tile Mode.</font>
00754                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
00755                 {
00756                         <font class="comment">// No tiles in MasterBlock! So no need to call createFaceVectorTile(), if this block is the MasterBlock.</font>
00757                         <font class="keywordflow">if</font>(&amp;block != &amp;<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>)
00758                                 block.createFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00759                 }
00760 
00761                 <font class="comment">// Far1.</font>
00762                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
00763                 {
00764                         <font class="comment">// Create the face for this TessBlock only.</font>
00765                         block.createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_FaceVectorManager);
00766                 }
00767         }
00768 
00769 }
00770 
00771 
00772 <font class="comment">// ***************************************************************************</font>
00773 <font class="comment">// ***************************************************************************</font>
00774 <font class="comment">// VB Allocation</font>
00775 <font class="comment">// ***************************************************************************</font>
00776 <font class="comment">// ***************************************************************************</font>
00777 
00778 
00779 <font class="comment">// ***************************************************************************</font>
<a name="l00780"></a><a class="code" href="classNL3D_1_1CPatch.html#c15">00780</a> <font class="keywordtype">void</font>            CPatch::updateFar0VBAlloc(CTessList&lt;CTessFarVertex&gt;  &amp;vertList, <font class="keywordtype">bool</font> alloc)
00781 {
00782         <font class="comment">// Traverse the vertList.</font>
00783         CTessFarVertex  *pVert;
00784         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
00785         {
00786                 <font class="keywordflow">if</font>(alloc)
00787                         pVert-&gt;Index0= CLandscapeGlobals::CurrentFar0VBAllocator-&gt;allocateVertex();
00788                 <font class="keywordflow">else</font>
00789                         CLandscapeGlobals::CurrentFar0VBAllocator-&gt;deleteVertex(pVert-&gt;Index0);
00790         }
00791 }
00792 
00793 
00794 <font class="comment">// ***************************************************************************</font>
<a name="l00795"></a><a class="code" href="classNL3D_1_1CPatch.html#c16">00795</a> <font class="keywordtype">void</font>            CPatch::updateFar1VBAlloc(CTessList&lt;CTessFarVertex&gt;  &amp;vertList, <font class="keywordtype">bool</font> alloc)
00796 {
00797         <font class="comment">// Traverse the vertList.</font>
00798         CTessFarVertex  *pVert;
00799         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
00800         {
00801                 <font class="keywordflow">if</font>(alloc)
00802                         pVert-&gt;Index1= CLandscapeGlobals::CurrentFar1VBAllocator-&gt;allocateVertex();
00803                 <font class="keywordflow">else</font>
00804                         CLandscapeGlobals::CurrentFar1VBAllocator-&gt;deleteVertex(pVert-&gt;Index1);
00805         }
00806 }
00807 
00808 
00809 <font class="comment">// ***************************************************************************</font>
<a name="l00810"></a><a class="code" href="classNL3D_1_1CPatch.html#c17">00810</a> <font class="keywordtype">void</font>            CPatch::updateTileVBAlloc(CTessList&lt;CTessNearVertex&gt;  &amp;vertList, <font class="keywordtype">bool</font> alloc)
00811 {
00812         <font class="comment">// Traverse the vertList.</font>
00813         CTessNearVertex *pVert;
00814         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert-&gt;Next)
00815         {
00816                 <font class="keywordflow">if</font>(alloc)
00817                         pVert-&gt;Index= CLandscapeGlobals::CurrentTileVBAllocator-&gt;allocateVertex();
00818                 <font class="keywordflow">else</font>
00819                         CLandscapeGlobals::CurrentTileVBAllocator-&gt;deleteVertex(pVert-&gt;Index);
00820         }
00821 }
00822 
00823 
00824 <font class="comment">// ***************************************************************************</font>
<a name="l00825"></a><a class="code" href="classNL3D_1_1CPatch.html#c18">00825</a> <font class="keywordtype">void</font>                    CPatch::updateVBAlloc(<font class="keywordtype">bool</font> alloc)
00826 {
00827         <font class="comment">// update Far0.</font>
00828         <font class="comment">//=======</font>
00829         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
00830         {
00831                 <font class="comment">// alloc Far0 VB.</font>
00832                 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, alloc);
00833                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00834                 {
00835                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00836                         <font class="comment">// need update VB only if tessBlock is visible.</font>
00837                         <font class="keywordflow">if</font>( tblock.visibleFar0() )
00838                                 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, alloc);
00839                 }
00840         }
00841         <font class="keywordflow">else</font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
00842         {
00843                 <font class="comment">// alloc Tile VB.</font>
00844                 <font class="comment">// No Tiles in MasterBlock!!</font>
00845                 <font class="comment">// Traverse the TessBlocks to add vertices.</font>
00846                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00847                 {
00848                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00849                         <font class="comment">// Add the vertices.</font>
00850                         <font class="comment">// need update VB only if tessBlock is visible.</font>
00851                         <font class="keywordflow">if</font>( tblock.visibleTile() )
00852                                 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, alloc);
00853                 }
00854         }
00855 
00856         <font class="comment">// update Far1.</font>
00857         <font class="comment">//=======</font>
00858         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
00859         {
00860                 <font class="comment">// alloc VB.</font>
00861                 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, alloc);
00862                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00863                 {
00864                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00865                         <font class="comment">// need update VB only if tessBlock is visible.</font>
00866                         <font class="keywordflow">if</font>( tblock.visibleFar1() )
00867                                 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, alloc);
00868                 }
00869         }
00870 }
00871 
00872 <font class="comment">// ***************************************************************************</font>
<a name="l00873"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_0">00873</a> <font class="keywordtype">void</font>                    CPatch::deleteVBAndFaceVector()
00874 {
00875         <a class="code" href="classNL3D_1_1CPatch.html#c18">updateVBAlloc</a>(<font class="keyword">false</font>);
00876         <a class="code" href="classNL3D_1_1CPatch.html#c22">deleteFaceVectorFar1</a>();
00877         <a class="code" href="classNL3D_1_1CPatch.html#c24">deleteFaceVectorFar0OrTile</a>();
00878 }
00879 
00880 <font class="comment">// ***************************************************************************</font>
<a name="l00881"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_1">00881</a> <font class="keywordtype">void</font>                    CPatch::allocateVBAndFaceVector()
00882 {
00883         <a class="code" href="classNL3D_1_1CPatch.html#c18">updateVBAlloc</a>(<font class="keyword">true</font>);
00884         <a class="code" href="classNL3D_1_1CPatch.html#c21">createFaceVectorFar1</a>();
00885         <a class="code" href="classNL3D_1_1CPatch.html#c23">createFaceVectorFar0OrTile</a>();
00886 }
00887 
00888 
00889 <font class="comment">// ***************************************************************************</font>
<a name="l00890"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_4">00890</a> <font class="keywordtype">void</font>            CPatch::deleteVBAndFaceVectorFar1Only()
00891 {
00892         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
00893         {
00894                 <font class="comment">// alloc VB.</font>
00895                 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, <font class="keyword">false</font>);
00896                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00897                 {
00898                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00899                         <font class="comment">// need update VB only if tessBlock is visible.</font>
00900                         <font class="keywordflow">if</font>( tblock.visibleFar1() )
00901                                 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
00902                 }
00903         }
00904 
00905         <a class="code" href="classNL3D_1_1CPatch.html#c22">deleteFaceVectorFar1</a>();
00906 }
00907 
00908 <font class="comment">// ***************************************************************************</font>
<a name="l00909"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_5">00909</a> <font class="keywordtype">void</font>            CPatch::allocateVBAndFaceVectorFar1Only()
00910 {
00911         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
00912         {
00913                 <font class="comment">// alloc VB.</font>
00914                 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, <font class="keyword">true</font>);
00915                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00916                 {
00917                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00918                         <font class="comment">// need update VB only if tessBlock is visible.</font>
00919                         <font class="keywordflow">if</font>( tblock.visibleFar1() )
00920                                 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
00921                 }
00922         }
00923 
00924         <a class="code" href="classNL3D_1_1CPatch.html#c21">createFaceVectorFar1</a>();
00925 }
00926 
00927 
00928 <font class="comment">// ***************************************************************************</font>
<a name="l00929"></a><a class="code" href="classNL3D_1_1CPatch.html#c19">00929</a> <font class="keywordtype">void</font>            CPatch::debugAllocationMarkIndicesFarList(CTessList&lt;CTessFarVertex&gt;  &amp;vertList, uint marker)
00930 {
00931         <font class="comment">// Traverse the vertList.</font>
00932         CTessFarVertex  *pVert;
00933         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
00934         {
00935                 pVert-&gt;Index0= marker;
00936                 pVert-&gt;Index1= marker;
00937         }
00938 }
00939 
<a name="l00940"></a><a class="code" href="classNL3D_1_1CPatch.html#c20">00940</a> <font class="keywordtype">void</font>            CPatch::debugAllocationMarkIndicesNearList(CTessList&lt;CTessNearVertex&gt;  &amp;vertList, uint marker)
00941 {
00942         <font class="comment">// Traverse the vertList.</font>
00943         CTessNearVertex *pVert;
00944         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert-&gt;Next)
00945         {
00946                 pVert-&gt;Index= marker;
00947         }
00948 }
00949 
<a name="l00950"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_12">00950</a> <font class="keywordtype">void</font>            CPatch::debugAllocationMarkIndices(uint marker)
00951 {
00952         sint i;
00953 
00954         <font class="comment">// Do it For Far.</font>
00955         <a class="code" href="classNL3D_1_1CPatch.html#c19">debugAllocationMarkIndicesFarList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, marker);
00956         <font class="keywordflow">for</font>(i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00957         {
00958                 CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00959                 <a class="code" href="classNL3D_1_1CPatch.html#c19">debugAllocationMarkIndicesFarList</a>(tblock.FarVertexList, marker);
00960         }
00961         <font class="comment">// Do it For Near.</font>
00962         <font class="comment">// No Tiles in MasterBlock!!</font>
00963         <font class="keywordflow">for</font>(i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00964         {
00965                 CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00966                 <a class="code" href="classNL3D_1_1CPatch.html#c20">debugAllocationMarkIndicesNearList</a>(tblock.NearVertexList, marker);
00967         }
00968 
00969 }
00970 
00971 
00972 
00973 <font class="comment">// ***************************************************************************</font>
00974 <font class="comment">// ***************************************************************************</font>
00975 <font class="comment">// VB Filling.</font>
00976 <font class="comment">// ***************************************************************************</font>
00977 <font class="comment">// ***************************************************************************</font>
00978 
00979 
00980 <font class="comment">// ***************************************************************************</font>
00981 <font class="comment">// NB: need to be inlined only for fillFar0VB() in this file.</font>
<a name="l00982"></a><a class="code" href="classNL3D_1_1CPatch.html#c9">00982</a> <font class="keyword">inline</font> <font class="keywordtype">void</font>             CPatch::fillFar0VertexVB(CTessFarVertex *pVert)
00983 {
00984         <font class="comment">// The Buffers must have been locked</font>
00985         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator);
00986         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator-&gt;bufferLocked());
00987         <font class="comment">// VBInfo must be OK.</font>
00988         <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs());
00989 
00990         <font class="keyword">static</font>  uint8   *CurVBPtr;
00991         <font class="comment">// Compute/build the new vertex.</font>
00992         CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
00993         CurVBPtr+= pVert-&gt;Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
00994 
00995         <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
00996 
00997         <font class="comment">// compute Uvs.</font>
00998         <font class="keyword">static</font> CUV      uv;
00999         CParamCoord     pc= pVert-&gt;PCoord;
01000         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>)
01001         {
01002                 uv.U= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
01003                 uv.V= (1.f-pc.getS())* <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
01004         }
01005         <font class="keywordflow">else</font>
01006         {
01007                 uv.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
01008                 uv.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
01009         }
01010 
01011         <font class="comment">// compute Dynamic lightmap Uv.</font>
01012         <font class="keyword">static</font> CUV      uvDLM;
01013         <font class="keywordflow">if</font>(_DLMContext)         <font class="comment">//  (NB: Suppose BTB kill this test).</font>
01014         {
01015                 <font class="comment">// compute UV with DLM context info.</font>
01016                 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUBias;
01017                 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias;
01018         }
01019         <font class="keywordflow">else</font>
01020         {
01021                 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
01022                 uvDLM.U= 1;
01023                 uvDLM.V= 1;
01024         }
01025 
01026         <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
01027         <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
01028         {
01029                 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
01030                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
01031                 <font class="comment">// Set Uvs.</font>
01032                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv;
01033                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
01034         }
01035         <font class="keywordflow">else</font>
01036         {
01037                 <font class="comment">// Else must setup Vertex program inputs</font>
01038                 <font class="comment">// v[0]== StartPos.</font>
01039                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;StartPos;
01040                 <font class="comment">// v[8]== Tex0</font>
01041                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv;
01042                 <font class="comment">// v[9]== Tex1</font>
01043                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
01044 
01045                 <font class="comment">// v[10]== GeomInfo.</font>
01046                 <font class="keyword">static</font> CUV      geomInfo;
01047                 geomInfo.U= pVert-&gt;Src-&gt;MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
01048                 geomInfo.V= pVert-&gt;Src-&gt;MaxNearLimit;
01049                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.GeomInfoOff)= geomInfo;
01050 
01051                 <font class="comment">// v[11]== EndPos - StartPos</font>
01052                 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.DeltaPosOff)=
01053                         pVert-&gt;Src-&gt;EndPos - pVert-&gt;Src-&gt;StartPos;
01054         }
01055 }
01056 <font class="comment">// ***************************************************************************</font>
01057 <font class="comment">// NB: need to be inlined only for fillFar1VB() in this file.</font>
<a name="l01058"></a><a class="code" href="classNL3D_1_1CPatch.html#c10">01058</a> <font class="keyword">inline</font> <font class="keywordtype">void</font>             CPatch::fillFar1VertexVB(CTessFarVertex *pVert)
01059 {
01060         <font class="comment">// The Buffers must have been locked</font>
01061         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator);
01062         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator-&gt;bufferLocked());
01063         <font class="comment">// VBInfo must be OK.</font>
01064         <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs());
01065 
01066         <font class="keyword">static</font>  uint8   *CurVBPtr;
01067         <font class="comment">// Compute/build the new vertex.</font>
01068         CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
01069         CurVBPtr+= pVert-&gt;Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
01070 
01071         <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
01072 
01073         <font class="comment">// compute Uvs.</font>
01074         <font class="keyword">static</font> CUV      uv;
01075         CParamCoord     pc= pVert-&gt;PCoord;
01076         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&amp;<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>)
01077         {
01078                 uv.U= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
01079                 uv.V= (1.f-pc.getS())* <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
01080         }
01081         <font class="keywordflow">else</font>
01082         {
01083                 uv.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
01084                 uv.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
01085         }
01086 
01087         <font class="comment">// compute Dynamic lightmap Uv.</font>
01088         <font class="keyword">static</font> CUV      uvDLM;
01089         <font class="keywordflow">if</font>(_DLMContext)         <font class="comment">//  (NB: Suppose BTB kill this test).</font>
01090         {
01091                 <font class="comment">// compute UV with DLM context info.</font>
01092                 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUBias;
01093                 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias;
01094         }
01095         <font class="keywordflow">else</font>
01096         {
01097                 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
01098                 uvDLM.U= 1;
01099                 uvDLM.V= 1;
01100         }
01101 
01102         <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
01103         <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
01104         {
01105                 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
01106                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
01107                 <font class="comment">// Set Uvs.</font>
01108                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv;
01109                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
01110                 <font class="comment">// Set default color.</font>
01111                 <font class="keyword">static</font> CRGBA    col(255,255,255,255);
01112                 *(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col;
01113         }
01114         <font class="keywordflow">else</font>
01115         {
01116                 <font class="comment">// Else must setup Vertex program inputs</font>
01117                 <font class="comment">// v[0]== StartPos.</font>
01118                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;StartPos;
01119                 <font class="comment">// v[8]== Tex0</font>
01120                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv;
01121                 <font class="comment">// v[9]== Tex1</font>
01122                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
01123 
01124                 <font class="comment">// v[10]== GeomInfo.</font>
01125                 <font class="keyword">static</font> CUV      geomInfo;
01126                 geomInfo.U= pVert-&gt;Src-&gt;MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
01127                 geomInfo.V= pVert-&gt;Src-&gt;MaxNearLimit;
01128                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.GeomInfoOff)= geomInfo;
01129 
01130                 <font class="comment">// v[11]== EndPos - StartPos</font>
01131                 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.DeltaPosOff)=
01132                         pVert-&gt;Src-&gt;EndPos - pVert-&gt;Src-&gt;StartPos;
01133 
01134                 <font class="comment">// v[12]== Alpha information</font>
01135                 <font class="comment">// Hopefully, fillVBFar1Only() is called each Time the Far1 change, in preRender().</font>
01136                 <font class="comment">// So TransitionSqrMin and OOTransitionSqrDelta in CPath are valid.</font>
01137                 geomInfo.U= <a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>;
01138                 geomInfo.V= <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>;
01139                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.AlphaInfoOff)= geomInfo;
01140 
01141         }
01142 }
01143 <font class="comment">// ***************************************************************************</font>
01144 <font class="comment">// NB: need to be inlined only for fillTileVB() in this file.</font>
<a name="l01145"></a><a class="code" href="classNL3D_1_1CPatch.html#c11">01145</a> <font class="keyword">inline</font> <font class="keywordtype">void</font>             CPatch::fillTileVertexVB(CTessNearVertex *pVert)
01146 {
01147         <font class="comment">// The Buffers must have been locked</font>
01148         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentTileVBAllocator);
01149         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentTileVBAllocator-&gt;bufferLocked());
01150         <font class="comment">// VBInfo must be OK.</font>
01151         <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentTileVBAllocator-&gt;reallocationOccurs());
01152 
01153         <font class="keyword">static</font>  uint8   *CurVBPtr;
01154         <font class="comment">// Compute/build the new vertex.</font>
01155         CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer;
01156         CurVBPtr+= pVert-&gt;Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize;
01157 
01158 
01159         <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
01160 
01161         <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
01162         <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
01163         {
01164                 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
01165                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
01166                 <font class="comment">// Set Uvs.</font>
01167                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert-&gt;PUv0;
01168                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert-&gt;PUv1;
01169                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert-&gt;PUv2;
01170         }
01171         <font class="keywordflow">else</font>
01172         {
01173                 <font class="comment">// Else must setup Vertex program inputs</font>
01174                 <font class="comment">// v[0]== StartPos.</font>
01175                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;StartPos;
01176                 <font class="comment">// v[8]== Tex0</font>
01177                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert-&gt;PUv0;
01178                 <font class="comment">// v[9]== Tex1</font>
01179                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert-&gt;PUv1;
01180                 <font class="comment">// v[13]== Tex2</font>
01181                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert-&gt;PUv2;
01182 
01183                 <font class="comment">// v[10]== GeomInfo.</font>
01184                 <font class="keyword">static</font> CUV      geomInfo;
01185                 geomInfo.U= pVert-&gt;Src-&gt;MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
01186                 geomInfo.V= pVert-&gt;Src-&gt;MaxNearLimit;
01187                 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.GeomInfoOff)= geomInfo;
01188 
01189                 <font class="comment">// v[11]== EndPos - StartPos</font>
01190                 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.DeltaPosOff)=
01191                         pVert-&gt;Src-&gt;EndPos - pVert-&gt;Src-&gt;StartPos;
01192         }
01193 }
01194 
01195 
01196 <font class="comment">// ***************************************************************************</font>
<a name="l01197"></a><a class="code" href="classNL3D_1_1CPatch.html#c12">01197</a> <font class="keywordtype">void</font>            CPatch::fillFar0VertexListVB(CTessList&lt;CTessFarVertex&gt;  &amp;vertList)
01198 {
01199         <font class="comment">// Traverse the vertList.</font>
01200         CTessFarVertex  *pVert;
01201         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01202         {
01203                 <a class="code" href="classNL3D_1_1CPatch.html#c9">fillFar0VertexVB</a>(pVert);
01204         }
01205 }
01206 
01207 
01208 <font class="comment">// ***************************************************************************</font>
<a name="l01209"></a><a class="code" href="classNL3D_1_1CPatch.html#c13">01209</a> <font class="keywordtype">void</font>            CPatch::fillFar1VertexListVB(CTessList&lt;CTessFarVertex&gt;  &amp;vertList)
01210 {
01211         <font class="comment">// Traverse the vertList.</font>
01212         CTessFarVertex  *pVert;
01213         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01214         {
01215                 <a class="code" href="classNL3D_1_1CPatch.html#c10">fillFar1VertexVB</a>(pVert);
01216         }
01217 }
01218 
01219 
01220 <font class="comment">// ***************************************************************************</font>
<a name="l01221"></a><a class="code" href="classNL3D_1_1CPatch.html#c14">01221</a> <font class="keywordtype">void</font>            CPatch::fillTileVertexListVB(CTessList&lt;CTessNearVertex&gt;  &amp;vertList)
01222 {
01223         <font class="comment">// Traverse the vertList.</font>
01224         CTessNearVertex *pVert;
01225         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert-&gt;Next)
01226         {
01227                 <a class="code" href="classNL3D_1_1CPatch.html#c11">fillTileVertexVB</a>(pVert);
01228         }
01229 }
01230 
01231 
01232 
01233 <font class="comment">// ***************************************************************************</font>
<a name="l01234"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_2">01234</a> <font class="keywordtype">void</font>                    CPatch::fillVB()
01235 {
01236         <font class="comment">// Fill Far0.</font>
01237         <font class="comment">//=======</font>
01238         <font class="comment">// fill only if no reallcoation occurs</font>
01239         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs() )
01240         {
01241                 <font class="comment">// Fill Far0 VB.</font>
01242                 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01243                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01244                 {
01245                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01246                         <font class="comment">// fill only if tblock visible.</font>
01247                         <font class="keywordflow">if</font>( tblock.visibleFar0() )
01248                                 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
01249                 }
01250         }
01251         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; !CLandscapeGlobals::CurrentTileVBAllocator-&gt;reallocationOccurs() )
01252         {
01253                 <font class="comment">// Fill Tile VB.</font>
01254                 <font class="comment">// No Tiles in MasterBlock!!</font>
01255                 <font class="comment">// Traverse the TessBlocks to add vertices.</font>
01256                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01257                 {
01258                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01259                         <font class="comment">// fill only if tblock visible.</font>
01260                         <font class="keywordflow">if</font>( tblock.visibleTile() )
01261                                 <a class="code" href="classNL3D_1_1CPatch.html#c14">fillTileVertexListVB</a>(tblock.NearVertexList);
01262                 }
01263         }
01264 
01265         <font class="comment">// Fill Far1.</font>
01266         <font class="comment">//=======</font>
01267         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs() )
01268         {
01269                 <font class="comment">// Fill VB.</font>
01270                 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01271                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01272                 {
01273                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01274                         <font class="comment">// fill only if tblock visible.</font>
01275                         <font class="keywordflow">if</font>( tblock.visibleFar1() )
01276                                 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
01277                 }
01278         }
01279 
01280 }
01281 
01282 
01283 <font class="comment">// ***************************************************************************</font>
<a name="l01284"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_3">01284</a> <font class="keywordtype">void</font>            CPatch::fillVBIfVisible()
01285 {
01286         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>==<font class="keyword">false</font>)
01287                 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
01288 }
01289 
01290 
01291 <font class="comment">// ***************************************************************************</font>
<a name="l01292"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_6">01292</a> <font class="keywordtype">void</font>            CPatch::fillVBFar0Only()
01293 {
01294         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs() )
01295         {
01296                 <font class="comment">// Fill Far0 VB.</font>
01297                 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01298                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01299                 {
01300                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01301                         <font class="comment">// fill only if tblock visible.</font>
01302                         <font class="keywordflow">if</font>( tblock.visibleFar0() )
01303                                 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
01304                 }
01305         }
01306 }
01307 
01308 
01309 <font class="comment">// ***************************************************************************</font>
<a name="l01310"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_7">01310</a> <font class="keywordtype">void</font>            CPatch::fillVBFar1Only()
01311 {
01312         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs() )
01313         {
01314                 <font class="comment">// Fill VB.</font>
01315                 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01316                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01317                 {
01318                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01319                         <font class="comment">// fill only if tblock visible.</font>
01320                         <font class="keywordflow">if</font>( tblock.visibleFar1() )
01321                                 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
01322                 }
01323         }
01324 }
01325 
01326 <font class="comment">// ***************************************************************************</font>
01327 <font class="comment">// ***************************************************************************</font>
01328 <font class="comment">// VB Software Geomorph / Alpha.</font>
01329 <font class="comment">// ***************************************************************************</font>
01330 <font class="comment">// ***************************************************************************</font>
01331 
01332 
01333 <font class="comment">// ***************************************************************************</font>
<a name="l01334"></a><a class="code" href="classNL3D_1_1CPatch.html#c31">01334</a> <font class="keywordtype">void</font>            CPatch::computeGeomorphVertexList(CTessList&lt;CTessFarVertex&gt;  &amp;vertList)
01335 {
01336         <font class="comment">// Traverse the vertList.</font>
01337         CTessFarVertex  *pVert;
01338         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01339         {
01340                 <font class="comment">// compute geomorph.</font>
01341                 pVert-&gt;Src-&gt;computeGeomPos();
01342         }
01343 }
01344 
01345 
01346 <font class="comment">// ***************************************************************************</font>
<a name="l01347"></a><a class="code" href="classNL3D_1_1CPatch.html#c32">01347</a> <font class="keywordtype">void</font>            CPatch::computeGeomorphFar0VertexListVB(CTessList&lt;CTessFarVertex&gt;  &amp;vertList)
01348 {
01349         <font class="comment">// Traverse the vertList.</font>
01350         CTessFarVertex  *pVert;
01351         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01352         {
01353                 <font class="keyword">static</font>  uint8   *CurVBPtr;
01354                 <font class="comment">// Compute/build the new vertex.</font>
01355                 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
01356                 CurVBPtr+= pVert-&gt;Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
01357 
01358                 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
01359                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
01360         }
01361 }
01362 
01363 
01364 <font class="comment">// ***************************************************************************</font>
<a name="l01365"></a><a class="code" href="classNL3D_1_1CPatch.html#c33">01365</a> <font class="keywordtype">void</font>            CPatch::computeGeomorphAlphaFar1VertexListVB(CTessList&lt;CTessFarVertex&gt;  &amp;vertList)
01366 {
01367         <font class="comment">// Traverse the vertList.</font>
01368         CTessFarVertex  *pVert;
01369         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01370         {
01371                 <font class="keyword">static</font>  uint8   *CurVBPtr;
01372                 <font class="comment">// Compute/build the new vertex.</font>
01373                 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
01374                 CurVBPtr+= pVert-&gt;Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
01375 
01376                 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
01377 
01378                 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
01379                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
01380 
01381                 <font class="comment">// Set Alpha color.</font>
01382                 <font class="keyword">static</font> CRGBA    col(255,255,255,255);
01383                 <font class="comment">// For Far1, use alpha fro transition.</font>
01384                 <font class="comment">// Prefer Use Pos, because of caching. So little difference between Soft and VertexProgram mode.</font>
01385                 <font class="keywordtype">float</font>   f= (pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::RefineCenter).sqrnorm();
01386                 f= (f-<a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>) * <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>;
01387                 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(f,0,1);
01388                 col.A= (uint8)(f*255);
01389                 *(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col;
01390         }
01391 }
01392 
01393 
01394 <font class="comment">// ***************************************************************************</font>
<a name="l01395"></a><a class="code" href="classNL3D_1_1CPatch.html#c34">01395</a> <font class="keywordtype">void</font>            CPatch::computeGeomorphTileVertexListVB(CTessList&lt;CTessNearVertex&gt;  &amp;vertList)
01396 {
01397         <font class="comment">// Traverse the vertList.</font>
01398         CTessNearVertex *pVert;
01399         <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert-&gt;Next)
01400         {
01401                 <font class="keyword">static</font>  uint8   *CurVBPtr;
01402                 <font class="comment">// Compute/build the new vertex.</font>
01403                 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer;
01404                 CurVBPtr+= pVert-&gt;Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize;
01405 
01406                 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
01407                 *(CVector*)CurVBPtr= pVert-&gt;Src-&gt;Pos - CLandscapeGlobals::PZBModelPosition;
01408         }
01409 }
01410 
01411 
01412 
01413 <font class="comment">// ***************************************************************************</font>
<a name="l01414"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_4">01414</a> <font class="keywordtype">void</font>            CPatch::computeSoftwareGeomorphAndAlpha()
01415 {
01416         <font class="keywordflow">if</font>(RenderClipped)
01417                 <font class="keywordflow">return</font>;
01418 
01419         <font class="comment">// Compute Geomorph.</font>
01420         <font class="comment">//=======</font>
01421         <font class="comment">// Need only to fill CTessVertex, so do it only for FarVertices</font>
01422         <font class="comment">// Hence Geomorph is done twice on edges of patches!!.</font>
01423         <font class="comment">// If not too near for precise, fast compute of geomorph.</font>
01424         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()==0 )
01425         {
01426                 <font class="comment">// Just update all vertices of master block.</font>
01427                 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01428         }
01429         <font class="keywordflow">else</font>
01430         {
01431                 <font class="comment">// update all vertices of master block.</font>
01432                 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01433                 <font class="comment">// update vertices of others block.</font>
01434                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01435                 {
01436                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01437                         <font class="comment">// Precise Clip.</font>
01438                         <font class="keywordflow">if</font>(!tblock.getClipped())
01439                         {
01440                                 <font class="comment">// compute the geomorph of the vertices in the tessblock.</font>
01441                                 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(tblock.FarVertexList);
01442                         }
01443                 }
01444         }
01445 
01446 
01447         <font class="comment">// Fill Far0.</font>
01448         <font class="comment">//=======</font>
01449         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0)
01450         {
01451                 <font class="comment">// Fill Far0 VB.</font>
01452                 <a class="code" href="classNL3D_1_1CPatch.html#c32">computeGeomorphFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01453                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01454                 {
01455                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01456                         <font class="comment">// Precise Clip.</font>
01457                         <font class="keywordflow">if</font>( tblock.visibleFar0() )
01458                                 <a class="code" href="classNL3D_1_1CPatch.html#c32">computeGeomorphFar0VertexListVB</a>(tblock.FarVertexList);
01459                 }
01460         }
01461         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
01462         {
01463                 <font class="comment">// Fill Tile VB.</font>
01464                 <font class="comment">// No Tiles in MasterBlock!!</font>
01465                 <font class="comment">// Traverse the TessBlocks to compute vertices.</font>
01466                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01467                 {
01468                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01469                         <font class="comment">// Precise Clip.</font>
01470                         <font class="keywordflow">if</font>( tblock.visibleTile() )
01471                                 <a class="code" href="classNL3D_1_1CPatch.html#c34">computeGeomorphTileVertexListVB</a>(tblock.NearVertexList);
01472                 }
01473         }
01474 
01475         <font class="comment">// Fill Far1.</font>
01476         <font class="comment">//=======</font>
01477         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0)
01478         {
01479                 <font class="comment">// Fill VB.</font>
01480                 <a class="code" href="classNL3D_1_1CPatch.html#c33">computeGeomorphAlphaFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01481                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01482                 {
01483                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01484                         <font class="comment">// Precise Clip.</font>
01485                         <font class="keywordflow">if</font>( tblock.visibleFar1() )
01486                                 <a class="code" href="classNL3D_1_1CPatch.html#c33">computeGeomorphAlphaFar1VertexListVB</a>(tblock.FarVertexList);
01487                 }
01488         }
01489 }
01490 
01491 
01492 <font class="comment">// ***************************************************************************</font>
01493 <font class="comment">// ***************************************************************************</font>
01494 <font class="comment">// VB clip Allocate/Filling.</font>
01495 <font class="comment">// ***************************************************************************</font>
01496 <font class="comment">// ***************************************************************************</font>
01497                 
01498 
01499 <font class="comment">// ***************************************************************************</font>
<a name="l01500"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_11">01500</a> <font class="keywordtype">void</font>            CPatch::updateClipPatchVB()
01501 {
01502         <font class="comment">// If there is a change in the clip state of this patch.</font>
01503         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a> != <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> )
01504         {
01505                 <font class="comment">// bkup this state for next time.</font>
01506                 <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a> = <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>;
01507 
01508                 <font class="comment">// If now the patch is invisible</font>
01509                 <font class="keywordflow">if</font>(RenderClipped)
01510                 {
01511                         <font class="comment">// Then delete vertices.</font>
01512                         <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>();
01513 
01514                         <font class="comment">// Now, all vertices in VB are deleted.</font>
01515                         <font class="comment">// Force clip state of all TessBlocks, so no allocation will be done on Vertices in VB.</font>
01516                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.empty())
01517                         {
01518                                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();i++)
01519                                 {
01520                                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01521                                         tblock.forceClip();
01522                                 }
01523                         }
01524                 }
01525                 <font class="keywordflow">else</font>
01526                 {
01527                         <font class="comment">// else allocate / fill them.</font>
01528                         <a class="code" href="classNL3D_1_1CPatch.html#z673_1">allocateVBAndFaceVector</a>();
01529                         <font class="comment">// NB: fillVB() test if any reallocation occurs.</font>
01530                         <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
01531                 }
01532         }
01533 }
01534 
01535 
01536 <font class="comment">// ***************************************************************************</font>
01537 <font class="comment">// ***************************************************************************</font>
01538 <font class="comment">// VB refine Allocate/Filling.</font>
01539 <font class="comment">// ***************************************************************************</font>
01540 <font class="comment">// ***************************************************************************</font>
01541 
01542 
01543 
01544 <font class="comment">// ***************************************************************************</font>
<a name="l01545"></a><a class="code" href="classNL3D_1_1CPatch.html#c25">01545</a> <font class="keywordtype">void</font>            CPatch::checkCreateVertexVBFar(CTessFarVertex *pVert)
01546 {
01547         <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01548         <font class="comment">// If visible, and Far0 in !Tile Mode, allocate.</font>
01549         <font class="comment">// NB: must test Far0&gt;0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
01550         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar0() )
01551         {
01552                 pVert-&gt;Index0= CLandscapeGlobals::CurrentFar0VBAllocator-&gt;allocateVertex();
01553         }
01554 
01555         <font class="comment">// Idem for Far1</font>
01556         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar1())
01557         {
01558                 pVert-&gt;Index1= CLandscapeGlobals::CurrentFar1VBAllocator-&gt;allocateVertex();
01559         }
01560 
01561 }
01562 
01563 
01564 <font class="comment">// ***************************************************************************</font>
<a name="l01565"></a><a class="code" href="classNL3D_1_1CPatch.html#c27">01565</a> <font class="keywordtype">void</font>            CPatch::checkFillVertexVBFar(CTessFarVertex *pVert)
01566 {
01567         <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01568         <font class="comment">// If visible, and Far0 in !Tile Mode, try to fill.</font>
01569         <font class="comment">// NB: must test Far0&gt;0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
01570         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar0())
01571         {
01572                 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs() )
01573                         <a class="code" href="classNL3D_1_1CPatch.html#c9">fillFar0VertexVB</a>(pVert);
01574         }
01575 
01576         <font class="comment">// Idem for Far1</font>
01577         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar1())
01578         {
01579                 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs() )
01580                         <a class="code" href="classNL3D_1_1CPatch.html#c10">fillFar1VertexVB</a>(pVert);
01581         }
01582 }
01583 
01584 
01585 <font class="comment">// ***************************************************************************</font>
<a name="l01586"></a><a class="code" href="classNL3D_1_1CPatch.html#c26">01586</a> <font class="keywordtype">void</font>            CPatch::checkCreateVertexVBNear(CTessNearVertex *pVert)
01587 {
01588         <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01589         <font class="comment">// If visible, and Far0 in Tile Mode, allocate.</font>
01590         <font class="comment">// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
01591         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleTile())
01592         {
01593                 pVert-&gt;Index= CLandscapeGlobals::CurrentTileVBAllocator-&gt;allocateVertex();
01594         }
01595 }
01596 
01597 
01598 <font class="comment">// ***************************************************************************</font>
<a name="l01599"></a><a class="code" href="classNL3D_1_1CPatch.html#c28">01599</a> <font class="keywordtype">void</font>            CPatch::checkFillVertexVBNear(CTessNearVertex   *pVert)
01600 {
01601         <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01602         <font class="comment">// If visible, and Far0 in Tile Mode, try to fill.</font>
01603         <font class="comment">// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
01604         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>&amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleTile() )
01605         {
01606                 <font class="comment">// try to fill.</font>
01607                 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentTileVBAllocator-&gt;reallocationOccurs() )
01608                         <a class="code" href="classNL3D_1_1CPatch.html#c11">fillTileVertexVB</a>(pVert);
01609         }
01610 }
01611 
01612 
01613 <font class="comment">// ***************************************************************************</font>
<a name="l01614"></a><a class="code" href="classNL3D_1_1CPatch.html#c29">01614</a> <font class="keywordtype">void</font>            CPatch::checkDeleteVertexVBFar(CTessFarVertex *pVert)
01615 {
01616         <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01617         <font class="comment">// If visible, and Far0 in !Tile Mode, ok, the vertex exist in VB, so delete.</font>
01618         <font class="comment">// NB: must test Far0&gt;0 because vertices are deleted in preRender() if a change of Far occurs.</font>
01619         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar0() )
01620         {
01621                 CLandscapeGlobals::CurrentFar0VBAllocator-&gt;deleteVertex(pVert-&gt;Index0);
01622         }
01623 
01624         <font class="comment">// Idem for Far1</font>
01625         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0  &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleFar1() )
01626         {
01627                 CLandscapeGlobals::CurrentFar1VBAllocator-&gt;deleteVertex(pVert-&gt;Index1);
01628         }
01629 }
01630 
01631 <font class="comment">// ***************************************************************************</font>
<a name="l01632"></a><a class="code" href="classNL3D_1_1CPatch.html#c30">01632</a> <font class="keywordtype">void</font>            CPatch::checkDeleteVertexVBNear(CTessNearVertex *pVert)
01633 {
01634         <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01635         <font class="comment">// If visible, and Far0 in Tile Mode, ok, the vertex exist in VB, so delete.</font>
01636         <font class="comment">// NB: must test Far0==0 because vertices are deleted in preRender() if a change of Far occurs.</font>
01637         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 &amp;&amp; pVert-&gt;OwnerBlock-&gt;visibleTile() )
01638         {
01639                 CLandscapeGlobals::CurrentTileVBAllocator-&gt;deleteVertex(pVert-&gt;Index);
01640         }
01641 }
01642 
01643 
01644 <font class="comment">// ***************************************************************************</font>
01645 <font class="comment">// ***************************************************************************</font>
01646 <font class="comment">// VB DLM Filling</font>
01647 <font class="comment">// ***************************************************************************</font>
01648 <font class="comment">// ***************************************************************************</font>
01649 
01650 
01651 <font class="comment">// ***************************************************************************</font>
<a name="l01652"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_9">01652</a> <font class="keywordtype">void</font>            CPatch::fillFar0DLMUvOnlyVertexListVB(CTessList&lt;CTessFarVertex&gt;  &amp;vertList)
01653 {
01654         <font class="comment">// The Buffers must have been locked</font>
01655         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator);
01656         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator-&gt;bufferLocked());
01657         <font class="comment">// VBInfo must be OK.</font>
01658         <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs());
01659 
01660         <font class="keyword">static</font>  uint8   *CurVBPtr;
01661         <font class="keyword">static</font> CUV              uvDLM;
01662 
01663         <font class="comment">// If the DLMContext exist</font>
01664         <font class="keywordflow">if</font>(_DLMContext)
01665         {
01666                 <font class="comment">// Traverse the vertList, to compute new uvDLM</font>
01667                 CTessFarVertex  *pVert;
01668                 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01669                 {
01670                         <font class="comment">// Compute/build the new vertex.</font>
01671                         CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
01672                         CurVBPtr+= pVert-&gt;Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
01673 
01674                         <font class="comment">// compute Uvs.</font>
01675                         CParamCoord     pc= pVert-&gt;PCoord;
01676 
01677                         <font class="comment">// compute Dynamic lightmap Uv with DLM context info.</font>
01678                         uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUBias;
01679                         uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias;
01680 
01681                         <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
01682                         *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
01683                 }
01684         }
01685         <font class="comment">// else, reset all Uvs</font>
01686         <font class="keywordflow">else</font>
01687         {
01688                 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
01689                 uvDLM.U= 1;
01690                 uvDLM.V= 1;
01691 
01692                 <font class="comment">// Traverse the vertList, to reset uv</font>
01693                 CTessFarVertex  *pVert;
01694                 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01695                 {
01696                         <font class="comment">// Compute/build the new vertex.</font>
01697                         CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
01698                         CurVBPtr+= pVert-&gt;Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
01699 
01700                         <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
01701                         *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
01702                 }
01703         }
01704 }
01705 
01706 <font class="comment">// ***************************************************************************</font>
<a name="l01707"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_10">01707</a> <font class="keywordtype">void</font>            CPatch::fillFar1DLMUvOnlyVertexListVB(CTessList&lt;CTessFarVertex&gt;  &amp;vertList)
01708 {
01709         <font class="comment">// The Buffers must have been locked</font>
01710         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator);
01711         <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator-&gt;bufferLocked());
01712         <font class="comment">// VBInfo must be OK.</font>
01713         <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs());
01714 
01715         <font class="keyword">static</font>  uint8   *CurVBPtr;
01716         <font class="keyword">static</font> CUV              uvDLM;
01717 
01718         <font class="comment">// If the DLMContext exist</font>
01719         <font class="keywordflow">if</font>(_DLMContext)
01720         {
01721                 <font class="comment">// Traverse the vertList, to compute new uvDLM</font>
01722                 CTessFarVertex  *pVert;
01723                 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01724                 {
01725                         <font class="comment">// Compute/build the new vertex.</font>
01726                         CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
01727                         CurVBPtr+= pVert-&gt;Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
01728 
01729                         <font class="comment">// compute Uvs.</font>
01730                         CParamCoord     pc= pVert-&gt;PCoord;
01731 
01732                         <font class="comment">// compute Dynamic lightmap Uv with DLM context info.</font>
01733                         uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUBias;
01734                         uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias;
01735 
01736                         <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
01737                         *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
01738                 }
01739         }
01740         <font class="comment">// else, reset all Uvs</font>
01741         <font class="keywordflow">else</font>
01742         {
01743                 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
01744                 uvDLM.U= 1;
01745                 uvDLM.V= 1;
01746 
01747                 <font class="comment">// Traverse the vertList, to reset uv</font>
01748                 CTessFarVertex  *pVert;
01749                 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert-&gt;Next)
01750                 {
01751                         <font class="comment">// Compute/build the new vertex.</font>
01752                         CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
01753                         CurVBPtr+= pVert-&gt;Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
01754 
01755                         <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
01756                         *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
01757                 }
01758         }
01759 }
01760 
01761 
01762 <font class="comment">// ***************************************************************************</font>
<a name="l01763"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_8">01763</a> <font class="keywordtype">void</font>            CPatch::fillVBFarsDLMUvOnly()
01764 {
01765         <font class="comment">// Do it for Far0.</font>
01766         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar0VBAllocator-&gt;reallocationOccurs() )
01767         {
01768                 <font class="comment">// Fill Far0 VB.</font>
01769                 <a class="code" href="classNL3D_1_1CPatch.html#z673_9">fillFar0DLMUvOnlyVertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01770                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01771                 {
01772                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01773                         <font class="comment">// fill only if tblock visible.</font>
01774                         <font class="keywordflow">if</font>( tblock.visibleFar0() )
01775                                 <a class="code" href="classNL3D_1_1CPatch.html#z673_9">fillFar0DLMUvOnlyVertexListVB</a>(tblock.FarVertexList);
01776                 }
01777         }
01778 
01779         <font class="comment">// Do it for Far1.</font>
01780         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>&gt;0 &amp;&amp; !CLandscapeGlobals::CurrentFar1VBAllocator-&gt;reallocationOccurs() )
01781         {
01782                 <font class="comment">// Fill VB.</font>
01783                 <a class="code" href="classNL3D_1_1CPatch.html#z673_10">fillFar1DLMUvOnlyVertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01784                 <font class="keywordflow">for</font>(sint i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01785                 {
01786                         CTessBlock      &amp;tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01787                         <font class="comment">// fill only if tblock visible.</font>
01788                         <font class="keywordflow">if</font>( tblock.visibleFar1() )
01789                                 <a class="code" href="classNL3D_1_1CPatch.html#z673_10">fillFar1DLMUvOnlyVertexListVB</a>(tblock.FarVertexList);
01790                 }
01791         }
01792 }
01793 
01794 
01795 
01796 } <font class="comment">// NL3D</font>
</pre></div>

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