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<title>Crystal Space 1.2.1: iTerrainRenderer Struct Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iTerrainRenderer Struct Reference</h1><!-- doxytag: class="iTerrainRenderer" --><!-- doxytag: inherits="iBase" -->Provides an interface for custom rendering.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="terrain2_8h-source.html">imesh/terrain2.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for iTerrainRenderer:</div>
<div class="dynsection">
<p><center><img src="structiTerrainRenderer__inherit__graph.png" border="0" usemap="#iTerrainRenderer__inherit__map" alt="Inheritance graph"></center>
<map name="iTerrainRenderer__inherit__map">
<area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="40,7,96,33"></map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div>

<p>
<a href="structiTerrainRenderer-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainRenderer.html#20df84646749ea329298dee2580f4a60">ConnectTerrain</a> (<a class="el" href="structiTerrainSystem.html">iTerrainSystem</a> *system)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Connect to a given terrain system.  <a href="#20df84646749ea329298dee2580f4a60"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classcsPtr.html">csPtr</a><br>
&lt; <a class="el" href="structiTerrainCellRenderProperties.html">iTerrainCellRenderProperties</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainRenderer.html#507f255e8f9548515b2111cb1e6102b1">CreateProperties</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create an object that implements <a class="el" href="structiTerrainCellCollisionProperties.html" title="This is a base class for per-cell collider-specific properties.">iTerrainCellCollisionProperties</a> This object will be stored in the cell.  <a href="#507f255e8f9548515b2111cb1e6102b1"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainRenderer.html#91148727f0ed321ba53514ef8b8f4485">DisconnectTerrain</a> (<a class="el" href="structiTerrainSystem.html">iTerrainSystem</a> *system)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Disconnect from a given terrain system.  <a href="#91148727f0ed321ba53514ef8b8f4485"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structcsRenderMesh.html">csRenderMesh</a> **&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainRenderer.html#3de2c134525cae5f8f68befcf295d070">GetRenderMeshes</a> (int &amp;n, <a class="el" href="structiRenderView.html">iRenderView</a> *rview, <a class="el" href="structiMovable.html">iMovable</a> *movable, <a class="el" href="group__util.html#g1134b580f8da4de94ca6b1de4d37975e">uint32</a> frustum_mask, const <a class="el" href="classcsArray.html">csArray</a>&lt; <a class="el" href="structiTerrainCell.html">iTerrainCell</a> * &gt; cells)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Render the visible cells.  <a href="#3de2c134525cae5f8f68befcf295d070"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainRenderer.html#054444d29a53b63ce99fa019fa982b39">OnMaterialMaskUpdate</a> (<a class="el" href="structiTerrainCell.html">iTerrainCell</a> *cell, size_t material, const <a class="el" href="classcsRect.html">csRect</a> &amp;rectangle, const unsigned char *data, size_t pitch)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Indicates that the cell's material mask has been changed (while unlocking the cell material map data either by a feeder or by a user- provided functions or while setting the new mask with the respective functions), and that the renderer should update its internal structures to reflect the changes.  <a href="#054444d29a53b63ce99fa019fa982b39"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainRenderer.html#26063f627126497410b1fb29ff7a0dea">OnMaterialPaletteUpdate</a> (const <a class="el" href="classcsRefArray.html">csTerrainMaterialPalette</a> &amp;material_palette)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Indicates that the material palette has been changed, and that the renderer should update its internal structures to reflect the changes.  <a href="#26063f627126497410b1fb29ff7a0dea"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Provides an interface for custom rendering. 
<p>Definition at line <a class="el" href="terrain2_8h-source.html#l00341">341</a> of file <a class="el" href="terrain2_8h-source.html">terrain2.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="20df84646749ea329298dee2580f4a60"></a><!-- doxytag: member="iTerrainRenderer::ConnectTerrain" ref="20df84646749ea329298dee2580f4a60" args="(iTerrainSystem *system)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
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          <td class="memname">virtual void iTerrainRenderer::ConnectTerrain           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiTerrainSystem.html">iTerrainSystem</a> *&nbsp;</td>
          <td class="paramname"> <em>system</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Connect to a given terrain system. 
<p>
Setup any per-terrain render data 
</div>
</div><p>
<a class="anchor" name="507f255e8f9548515b2111cb1e6102b1"></a><!-- doxytag: member="iTerrainRenderer::CreateProperties" ref="507f255e8f9548515b2111cb1e6102b1" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="classcsPtr.html">csPtr</a>&lt;<a class="el" href="structiTerrainCellRenderProperties.html">iTerrainCellRenderProperties</a>&gt; iTerrainRenderer::CreateProperties           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Create an object that implements <a class="el" href="structiTerrainCellCollisionProperties.html" title="This is a base class for per-cell collider-specific properties.">iTerrainCellCollisionProperties</a> This object will be stored in the cell. 
<p>
This function gets invoked at cells creation.<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>properties object </dd></dl>

</div>
</div><p>
<a class="anchor" name="91148727f0ed321ba53514ef8b8f4485"></a><!-- doxytag: member="iTerrainRenderer::DisconnectTerrain" ref="91148727f0ed321ba53514ef8b8f4485" args="(iTerrainSystem *system)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iTerrainRenderer::DisconnectTerrain           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiTerrainSystem.html">iTerrainSystem</a> *&nbsp;</td>
          <td class="paramname"> <em>system</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Disconnect from a given terrain system. 
<p>

</div>
</div><p>
<a class="anchor" name="3de2c134525cae5f8f68befcf295d070"></a><!-- doxytag: member="iTerrainRenderer::GetRenderMeshes" ref="3de2c134525cae5f8f68befcf295d070" args="(int &amp;n, iRenderView *rview, iMovable *movable, uint32 frustum_mask, const csArray&lt; iTerrainCell * &gt; cells)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="structcsRenderMesh.html">csRenderMesh</a>** iTerrainRenderer::GetRenderMeshes           </td>
          <td>(</td>
          <td class="paramtype">int &amp;&nbsp;</td>
          <td class="paramname"> <em>n</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderView.html">iRenderView</a> *&nbsp;</td>
          <td class="paramname"> <em>rview</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiMovable.html">iMovable</a> *&nbsp;</td>
          <td class="paramname"> <em>movable</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__util.html#g1134b580f8da4de94ca6b1de4d37975e">uint32</a>&nbsp;</td>
          <td class="paramname"> <em>frustum_mask</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsArray.html">csArray</a>&lt; <a class="el" href="structiTerrainCell.html">iTerrainCell</a> * &gt;&nbsp;</td>
          <td class="paramname"> <em>cells</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Render the visible cells. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>n</em>&nbsp;</td><td>output value, that will contain the size of the resulting mesh array </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rview</em>&nbsp;</td><td>view that was used for rendering </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>movable</em>&nbsp;</td><td>the terrain object </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>frustum_mask</em>&nbsp;</td><td>frustum mask </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>cells</em>&nbsp;</td><td>array with visible cells </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>cell_count</em>&nbsp;</td><td>number of visible cells</td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>array of render meshes </dd></dl>

</div>
</div><p>
<a class="anchor" name="054444d29a53b63ce99fa019fa982b39"></a><!-- doxytag: member="iTerrainRenderer::OnMaterialMaskUpdate" ref="054444d29a53b63ce99fa019fa982b39" args="(iTerrainCell *cell, size_t material, const csRect &amp;rectangle, const unsigned char *data, size_t pitch)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iTerrainRenderer::OnMaterialMaskUpdate           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiTerrainCell.html">iTerrainCell</a> *&nbsp;</td>
          <td class="paramname"> <em>cell</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">size_t&nbsp;</td>
          <td class="paramname"> <em>material</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsRect.html">csRect</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rectangle</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const unsigned char *&nbsp;</td>
          <td class="paramname"> <em>data</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">size_t&nbsp;</td>
          <td class="paramname"> <em>pitch</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Indicates that the cell's material mask has been changed (while unlocking the cell material map data either by a feeder or by a user- provided functions or while setting the new mask with the respective functions), and that the renderer should update its internal structures to reflect the changes. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>cell</em>&nbsp;</td><td>cell with the changed data </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>material</em>&nbsp;</td><td>material index </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rectangle</em>&nbsp;</td><td>rectangle that was updated </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>data</em>&nbsp;</td><td>height data </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>pitch</em>&nbsp;</td><td>data pitch </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="26063f627126497410b1fb29ff7a0dea"></a><!-- doxytag: member="iTerrainRenderer::OnMaterialPaletteUpdate" ref="26063f627126497410b1fb29ff7a0dea" args="(const csTerrainMaterialPalette &amp;material_palette)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iTerrainRenderer::OnMaterialPaletteUpdate           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classcsRefArray.html">csTerrainMaterialPalette</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>material_palette</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Indicates that the material palette has been changed, and that the renderer should update its internal structures to reflect the changes. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>material_palette</em>&nbsp;</td><td>new material palette </td></tr>
  </table>
</dl>

</div>
</div><p>
<hr>The documentation for this struct was generated from the following file:<ul>
<li>imesh/<a class="el" href="terrain2_8h-source.html">terrain2.h</a></ul>
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