This class is the 'core' class for paging terrain, that will integrate with the larger paging system and provide the appropriate utility classes required.
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| TerrainPaging (PageManager *pageMgr) |
| Constructor.
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virtual | ~TerrainPaging () |
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TerrainPagedWorldSection * | createWorldSection (PagedWorld *world, TerrainGroup *terrainGroup, Real loadRadius, Real holdRadius, int32 minX=-10, int32 minY=-10, int32 maxX=10, int32 maxY=10, const String §ionName=BLANKSTRING, uint32 loadingIntervalMs=900) |
| Create a TerrainPagedWorldSection.
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete (void *ptr, void *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info
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void * | operator new (size_t sz, void *ptr) |
| placement operator new
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void * | operator new[] (size_t sz) |
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info
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This class is the 'core' class for paging terrain, that will integrate with the larger paging system and provide the appropriate utility classes required.
- Because PagedWorld and all attached classes have to be loadable from a stream, most of the functionality is provided behind generalised interfaces. However, for constructing a paged terrain in code you can use utility methods on this class. This procedurally created data can then be saved in a generic form which will reconstruct on loading. Alternatively you can use the generic methods and simply cast based on your prior knowledge of the types (or checking the type names exposed).