
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
27 lines
686 B
C++
27 lines
686 B
C++
#pragma once
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#include "DirectXFramework.h"
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#include "SceneGraph.h"
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#include "SubMeshRenderer.h"
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#include "SubMeshNode.h"
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// Class for creating a scenegraph centric split mesh node, that allows for transformation of any of the sub meshes
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class SplitMeshNode : public SceneGraph
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{
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public:
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SplitMeshNode(wstring name, wstring modelName) : SceneGraph(name) { _modelName = modelName; }
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bool Initialise(void);
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void Render(void);
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void Shutdown(void);
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SceneNodePointer AddMeshNode(shared_ptr<Node> node);
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private:
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shared_ptr<SubMeshRenderer> _renderer;
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wstring _modelName;
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shared_ptr<ResourceManager> _resourceManager;
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shared_ptr<Mesh> _mesh;
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bool _isInit = false;
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};
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