
Added ability to hold shift and skip the terrain generation when loading Added ability for the perlin terrain to save a raw image of the terrain to use as a cache
26 lines
640 B
C++
26 lines
640 B
C++
#include "ControlledSplitMeshNode.h"
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ControlledSplitMeshNode::ControlledSplitMeshNode(wstring name, wstring modelName) : SplitMeshNode(name, modelName), ObjectNode()
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{
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}
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void ControlledSplitMeshNode::Update(FXMMATRIX& currentWorldTransformation)
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{
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// Run the update for both parent node classes
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ObjectNode::Update(_worldTransformation);
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SceneGraph::Update(currentWorldTransformation);
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}
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bool ControlledSplitMeshNode::Initialise(void)
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{
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if (!SplitMeshNode::Initialise())
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{
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return false;
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}
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return true;
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}
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XMMATRIX ControlledSplitMeshNode::GetWorldTransformation() const
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{
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return XMLoadFloat4x4(&_combinedWorldTransformation);
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} |