// Demeter Terrain Visualization Library by Clay Fowler // Copyright (C) 2002 Clay Fowler // $ID$ /* This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef _TRIANGLE_FAN_DEMETER_H_ #define _TRIANGLE_FAN_DEMETER_H_ #include "Demeter/Terrain.h" #include "Demeter/TerrainBlock.h" /// \brief The Demeter Terrain Engine. namespace Demeter { class TERRAIN_API TriangleFan { public: TriangleFan(); ~TriangleFan(); void Render(Terrain * pTerrain); void Setup(Terrain * pTerrain); private: int m_pVertices[MAX_VERTICES_PER_FAN]; // Indices into the terrain vertices // TBD: It is a pretty awful waste of memory to preallocate MAX_VERTICES_PER_FAN vertices for every triangle fan, // when in most cases only a few vertices are needed. However, dynamically allocating these vertices // during every tessellation is not an option either because it causes huge performance problems and // badly fragments memory. Any good ideas for this? unsigned char m_NumberOfVertices; float minX, minY; unsigned int textureId; friend class TerrainBlock; friend class Terrain; }; } #endif