// Tile state
enum tile_state {
Unused = 0,
- Scheduled = 1,
- Loaded = 2
+ Scheduled_for_use = 1,
+ Scheduled_for_cache = 2,
+ Loaded = 3,
+ Cached = 4
};
public:
// ssg tree structure for this tile is as follows:
// ssgRoot(scene)
// - ssgBranch(terrain)
+ // - ssgSelector(tile)
// - ssgTransform(tile)
// - ssgRangeSelector(tile)
// - ssgEntity(tile)
// ...
// - kidn(fan)
- // pointer to ssg range selector for this tile
- ssgRangeSelector *range_ptr;
+ // selector (turn tile on/off)
+ ssgSelector *select_ptr;
// pointer to ssg transform for this tile
- ssgTransform *branch_ptr;
+ ssgTransform *transform_ptr;
+
+ // pointer to ssg range selector for this tile
+ ssgRangeSelector *range_ptr;
public:
}
inline bool is_unused() const { return state == Unused; }
+ inline bool is_scheduled_for_use() const {
+ return state == Scheduled_for_use;
+ }
+ inline bool is_scheduled_for_cache() const {
+ return state == Scheduled_for_cache;
+ }
inline bool is_loaded() const { return state == Loaded; }
+ inline bool is_cached() const { return state == Cached; }
inline void mark_unused() { state = Unused; }
- inline void mark_scheduled() { state = Scheduled; }
+ inline void mark_scheduled_for_use() { state = Scheduled_for_use; }
+ inline void mark_scheduled_for_cache() { state = Scheduled_for_use; }
inline void mark_loaded() { state = Loaded; }
+
+
+ // when a tile is still in the cache, but not in the immediate
+ // draw l ist, it can still remain in the scene graph, but we use
+ // a range selector to disable it from ever being drawn.
+ void ssg_disable();
};