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Å gjøre en 3D-spill med Ogre - Legge en Scene

ramName; terrainConfig + = "\\ n"; }

String morphLODFactorParamIndex = getAttrib (XMLNode, "MorphLODFactorParamIndex"); hvis {terrainConfig + = "MorphLODFactorParamIndex =" (morphLODFactorParamIndex.size () = 0!); terrainConfig + = morphLODFactorParamIndex; terrainConfig + = "\\ n"; }

String lodMorphStart = getAttrib (XMLNode, "LODMorphStart"); if (lodMorphStart.size () = 0) {terrainConfig + = "LODMorphStart ="; terrainConfig + = lodMorphStart; terrainConfig + = "\\ n"; }

void * pMem = OGRE_ALLOC_T (unsigned char, terrainConfig.

length () + 1, MEMCATEGORY_GENERAL); memset (pMem, 0, terrainConfig.length () + 1); memcpy (pMem, terrainConfig.c_str (), terrainConfig.length () + 1); DataStreamPtr pStr (ny Ogre :: MemoryDataStream (pMem, terrainConfig.length () + 1, true));

this-> mSceneMgr-> setWorldGeometry (pStr);}

annullere DotSceneLoader :: processUserDataReference (TiXmlElement * XMLNode , SceneNode * pParent) {//! todo Implementere dette}

annullere DotSceneLoader :: processOctree (TiXmlElement * XMLNode) {//! todo Implementere dette}

annullere DotSceneLoader :: processLight (TiXmlElement * XMLNode, SceneNode * pParent) {//Process attributter String name = getAttrib (XMLNode, "navn"); String id = getAttrib (XMLNode, "id");

//Skap lys Lys * situasjonen = mSceneMgr-> createLight (navn); if (pParent) pParent-> attachObject (kår);

String Sverdi = getAttrib (XMLNode, "type"); if (Sverdi == "point") pLight-> setType (Light :: LT_POINT); else if (Sverdi == "directional") pLight-> setType (Light :: LT_DIRECTIONAL); else if (Sverdi == "spot") pLight-> setType (Light :: LT_SPOTLIGHT); else if (Sverdi == "radPoint") pLight-> setType (Light :: LT_POINT);

pLight-> setVisible (getAttribBool (XMLNode, "synlig", true)); pLight-> setCastShadows (getAttribBool (XMLNode, "castShadows", true));

TiXmlElement * pElement;

//Process posisjon pElement = XMLNode-> FirstChildElement ("posisjon") (?); if (pElement) pLight-> setPosition (parseVector3 (pElement));

//Process normal pElement = XMLNode-> FirstChildElement ("normal") (?); if (pElement) pLight-> setDirection (parseVector3 (pElement)); (?)

//Process colourDiffuse pElement = XMLNode-> FirstChildElement ("colourDiffuse"); if (pElement) pLight-> setDiffuseColour (parseColour (pElement)); (?)

//Process colourSpecular pElement = XMLNode-> FirstChildElement ("colourSpecular"); if (pElement) pLight-> setSpecularColour (parseColour (pElement)); (?)

//Process lightRange pElement = XMLNode->

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