Don't use MWRender namespace in common terrain components

This commit is contained in:
bzzt 2019-02-20 13:37:00 +00:00 committed by Capostrophic
parent 5ffb40e8ba
commit 5bce3cbc68
6 changed files with 5 additions and 8 deletions

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@ -7,7 +7,7 @@
#include "world.hpp" #include "world.hpp"
#include "../esm/loadland.hpp" #include "../esm/loadland.hpp"
namespace MWRender namespace Terrain
{ {
CellBorder::CellBorder(Terrain::World *world, osg::Group *root, int borderMask): CellBorder::CellBorder(Terrain::World *world, osg::Group *root, int borderMask):

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@ -7,10 +7,7 @@
namespace Terrain namespace Terrain
{ {
class World; class World;
}
namespace MWRender
{
/** /**
* @Brief Handles the debug cell borders. * @Brief Handles the debug cell borders.
*/ */

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@ -84,7 +84,7 @@ void TerrainGrid::loadCell(int x, int y)
void TerrainGrid::unloadCell(int x, int y) void TerrainGrid::unloadCell(int x, int y)
{ {
MWRender::CellBorder::CellGrid::iterator it = mGrid.find(std::make_pair(x,y)); CellBorder::CellGrid::iterator it = mGrid.find(std::make_pair(x,y));
if (it == mGrid.end()) if (it == mGrid.end())
return; return;

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@ -33,7 +33,7 @@ namespace Terrain
// split each ESM::Cell into mNumSplits*mNumSplits terrain chunks // split each ESM::Cell into mNumSplits*mNumSplits terrain chunks
unsigned int mNumSplits; unsigned int mNumSplits;
MWRender::CellBorder::CellGrid mGrid; CellBorder::CellGrid mGrid;
}; };
} }

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@ -47,7 +47,7 @@ World::World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSyst
mTextureManager.reset(new TextureManager(mResourceSystem->getSceneManager())); mTextureManager.reset(new TextureManager(mResourceSystem->getSceneManager()));
mChunkManager.reset(new ChunkManager(mStorage, mResourceSystem->getSceneManager(), mTextureManager.get(), mCompositeMapRenderer)); mChunkManager.reset(new ChunkManager(mStorage, mResourceSystem->getSceneManager(), mTextureManager.get(), mCompositeMapRenderer));
mCellBorder.reset(new MWRender::CellBorder(this,mTerrainRoot.get(),borderMask)); mCellBorder.reset(new CellBorder(this,mTerrainRoot.get(),borderMask));
mResourceSystem->addResourceManager(mChunkManager.get()); mResourceSystem->addResourceManager(mChunkManager.get());
mResourceSystem->addResourceManager(mTextureManager.get()); mResourceSystem->addResourceManager(mTextureManager.get());

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@ -116,7 +116,7 @@ namespace Terrain
std::unique_ptr<TextureManager> mTextureManager; std::unique_ptr<TextureManager> mTextureManager;
std::unique_ptr<ChunkManager> mChunkManager; std::unique_ptr<ChunkManager> mChunkManager;
std::unique_ptr<MWRender::CellBorder> mCellBorder; std::unique_ptr<CellBorder> mCellBorder;
bool mBorderVisible; bool mBorderVisible;