void RecomputeTexture(int unit)
CLOSTexture(CSimulation2 &simulation)
CMatrix3D m_MinimapTextureMatrix
friend class TestLOSTexture
GLuint GetTextureSmooth()
void GenerateBitmap(ICmpRangeManager::CLosQuerier los, u8 *losData, size_t w, size_t h)
CShaderTechniquePtr m_smoothShader
CSimulation2 & m_Simulation
GLuint GetTexture()
Recomputes the LOS texture if necessary, and returns the texture handle.
void MakeDirty()
Marks the LOS texture as needing recomputation.
size_t GetBitmapSize(size_t w, size_t h)
void ConstructTexture(int unit)
const float * GetMinimapTextureMatrix()
Returns a matrix to map (0,0)-(1,1) texture coordinates onto LOS texture coordinates, in the form expected by glLoadMatrixf.
CMatrix3D m_TextureMatrix
void BindTexture(int unit)
Recomputes the LOS texture if necessary, and binds it to the requested texture unit.
Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for rendering and for the minimap...
const CMatrix3D & GetTextureMatrix()
Returns a matrix to map (x,y,z) world coordinates onto (u,v) LOS texture coordinates, in the form expected by glLoadMatrixf.