Started using texture atlas instead of many small meshes.

This commit is contained in:
David Williams
2007-12-03 22:24:48 +00:00
parent ee060d85d3
commit 31656cb68b
11 changed files with 317 additions and 43 deletions

View File

@ -4,10 +4,12 @@
#include "Ogre.h"
#include <vector>
#include "AbstractSurfacePatch.h"
//#include "AbstractSurfacePatch.h"
//#include "SurfaceTriangle.h"
//#include "SurfaceVertex.h"
#include "IndexedSurfacePatch.h"
namespace Ogre
{
//IDEA - If profiling identifies this class as a bottleneck, we could implement a memory pooling system.
@ -16,11 +18,11 @@ namespace Ogre
class SurfacePatchRenderable : public SimpleRenderable
{
public:
SurfacePatchRenderable(AbstractSurfacePatch* patchToRender, const String& material = "BaseWhiteNoLighting");
SurfacePatchRenderable(IndexedSurfacePatch* patchToRender, const String& material = "BaseWhiteNoLighting");
~SurfacePatchRenderable(void);
void updateWithNewSurfacePatch(AbstractSurfacePatch* patchToRender);
void setGeometry(AbstractSurfacePatch* patchToRender);
void updateWithNewSurfacePatch(IndexedSurfacePatch* patchToRender);
void setGeometry(IndexedSurfacePatch* patchToRender);
Real getSquaredViewDepth(const Camera *cam) const;
Real getBoundingRadius(void) const;