
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
25 lines
577 B
C++
25 lines
577 B
C++
#pragma once
|
|
#include "DirectXFramework.h"
|
|
#include "SceneNode.h"
|
|
|
|
// Class for holding the details of the sub meshes of a split node class
|
|
class SubMeshNode : public SceneNode
|
|
{
|
|
public:
|
|
SubMeshNode(wstring name, shared_ptr<SubMesh> subMesh, bool transparent = false) : SceneNode(name) { _subMesh = subMesh; _transparent = transparent; }
|
|
|
|
bool Initialise();
|
|
void Render();
|
|
void Shutdown();
|
|
|
|
bool IsTransparent() const;
|
|
shared_ptr<SubMesh> GetSubMesh() const;
|
|
XMFLOAT4X4 GetCurrentTransform() const;
|
|
|
|
private:
|
|
shared_ptr<SubMesh> _subMesh;
|
|
|
|
bool _transparent;
|
|
};
|
|
|