Mercator
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Shader agregating surface data. More...
#include <TileShader.h>
Public Types | |
typedef std::map< int, Shader * > | Shaderstore |
STL map to store sparse array of Shader pointers. | |
Public Member Functions | |
void | addShader (Shader *t, int id) |
Add a shader to those agregated by the tile shader. | |
virtual bool | checkIntersect (const Segment &) const |
Check whether this Shader has any effect on the given Segment. | |
virtual void | shade (Surface &) const |
Populate a Surface with data. | |
Private Attributes | |
Shaderstore | m_subShaders |
Store of shaders which are agregated by this shader. |
Shader agregating surface data.
Some applications require the terrain surface data be stored in a single buffer so specific locations can be queried to determine the type. Typically this is used on a server, where lots of surface data optimised for rendering is not required, but fast cheap queries about the surface at a specific point are required.
bool Mercator::TileShader::checkIntersect | ( | const Segment & | ) | const [virtual] |
Check whether this Shader has any effect on the given Segment.
Implements Mercator::Shader.