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virtualvoidoversizeTerrain(Int tilesToOversize) = 0; ///< Oversize the visible terrain area.
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virtualvoidsetTerrainDrawSize(Int width, Int height) = 0; ///< Resize the visible terrain area. Always defaults to oversize dimensions when oversize is set.
virtualvoidoversizeTerrain(Int tilesToOversize) override; ///< Oversize the visible terrain area.
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virtualvoidsetTerrainDrawSize(Int width, Int height) override; ///< Resize the visible terrain area. Always defaults to oversize dimensions when oversize is set.
virtualvoidoversizeTerrain(Int tilesToOversize) override; ///< Oversize the visible terrain area.
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virtualvoidsetTerrainDrawSize(Int width, Int height) override; ///< Resize the visible terrain area. Always defaults to oversize dimensions when oversize is set.
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virtualintupdateBlock(Int x0, Int y0, Int x1, Int y1, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator) override;
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@@ -93,6 +94,8 @@ class HeightMapRenderObjClass : public BaseHeightMapRenderObjClass
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VERTEX_FORMAT *m_vertexBufferBackup; ///< In memory copy of the vertex buffer data for quick update of dynamic lighting.
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Int m_originX; ///< Origin point in the grid. Slides around.
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Int m_originY; ///< Origin point in the grid. Slides around.
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Int m_oversizeDrawWidth; // Oversize draw width required by mission scripts for cinematic sequences.
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Int m_oversizeDrawHeight; // Oversize draw height required by mission scripts for cinematic sequences.
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DX8IndexBufferClass *m_indexBuffer; ///<indices defining triangles in a VB tile.
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Int m_numVBTilesX; ///<dimensions of array containing all the vertex buffers
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Int m_numVBTilesY; ///<dimensions of array containing all the vertex buffers
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