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Terrain: remove debug code
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@ -1,7 +1,6 @@
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#include "storage.hpp"
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#include <set>
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#include <iostream>
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#include <osg/Image>
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#include <osg/Plane>
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@ -343,13 +342,6 @@ namespace ESMTerrain
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// So we're always adding _land_default.dds as the base layer here, even if it's not referenced in this cell.
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textureIndices.insert(std::make_pair(0,0));
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/*
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_________
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| | | | - | | | | -
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| | | | - | | | | -
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*/
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for (int y=colStart; y<colEnd; ++y)
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for (int x=rowStart; x<rowEnd; ++x)
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{
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@ -1,7 +1,6 @@
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#include "buffercache.hpp"
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#include <cassert>
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#include <iostream>
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#include <osg/PrimitiveSet>
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@ -209,8 +208,6 @@ namespace Terrain
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{
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unsigned int verts = mNumVerts;
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std::cout << "getting index buffer for " << verts << std::endl;
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if (mIndexBufferMap.find(flags) != mIndexBufferMap.end())
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{
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return mIndexBufferMap[flags];
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@ -1,8 +1,6 @@
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#include "terraingrid.hpp"
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#include <memory>
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#include <osg/io_utils>
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#include <iostream>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/texturemanager.hpp>
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@ -77,7 +75,7 @@ osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chu
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osg::ref_ptr<osg::Group> group (new osg::Group);
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if (parent)
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parent->addChild(group);
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std::cout << "splitting " << chunkSize << " " << std::endl;
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float newChunkSize = chunkSize/2.f;
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, newChunkSize/2.f));
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buildTerrain(group, newChunkSize, chunkCenter + osg::Vec2f(newChunkSize/2.f, -newChunkSize/2.f));
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@ -91,8 +89,6 @@ osg::ref_ptr<osg::Node> TerrainGrid::buildTerrain (osg::Group* parent, float chu
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if (!mStorage->getMinMaxHeights(chunkSize, chunkCenter, minH, maxH))
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return NULL; // no terrain defined
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std::cout << "creating " << chunkSize << " " << chunkCenter << std::endl;
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osg::Vec2f worldCenter = chunkCenter*mStorage->getCellWorldSize();
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osg::ref_ptr<osg::PositionAttitudeTransform> transform (new osg::PositionAttitudeTransform);
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transform->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f));
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@ -194,6 +190,7 @@ void TerrainGrid::loadCell(int x, int y)
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element->mNode = terrainNode;
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mTerrainRoot->addChild(element->mNode);
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// kdtree probably not needed with mNumSplits=4
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/*
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// build a kdtree to speed up intersection tests with the terrain
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// Note, the build could be optimized using a custom kdtree builder, since we know that the terrain can be represented by a quadtree
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