made return type of ESMTerrain::Storage::getLand const

sceneinput
Marc Zinnschlag 9 years ago
parent 69045d7ec9
commit febf611c82

@ -9,7 +9,7 @@ namespace CSVRender
{
}
ESM::Land* TerrainStorage::getLand(int cellX, int cellY)
const ESM::Land* TerrainStorage::getLand(int cellX, int cellY)
{
std::ostringstream stream;
stream << "#" << cellX << " " << cellY;

@ -18,7 +18,7 @@ namespace CSVRender
private:
const CSMWorld::Data& mData;
virtual ESM::Land* getLand (int cellX, int cellY);
virtual const ESM::Land* getLand (int cellX, int cellY);
virtual const ESM::LandTexture* getLandTexture(int index, short plugin);
virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY);

@ -51,7 +51,7 @@ namespace MWRender
maxY += 1;
}
ESM::Land* TerrainStorage::getLand(int cellX, int cellY)
const ESM::Land* TerrainStorage::getLand(int cellX, int cellY)
{
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();

@ -10,7 +10,7 @@ namespace MWRender
class TerrainStorage : public ESMTerrain::Storage
{
private:
virtual ESM::Land* getLand (int cellX, int cellY);
virtual const ESM::Land* getLand (int cellX, int cellY);
virtual const ESM::LandTexture* getLandTexture(int index, short plugin);
public:

@ -74,7 +74,7 @@ namespace ESMTerrain
--cellX;
row += ESM::Land::LAND_SIZE-1;
}
ESM::Land* land = getLand(cellX, cellY);
const ESM::Land* land = getLand(cellX, cellY);
if (land && land->mDataTypes&ESM::Land::DATA_VNML)
{
normal.x() = land->mLandData->mNormals[col*ESM::Land::LAND_SIZE*3+row*3];
@ -109,7 +109,7 @@ namespace ESMTerrain
++cellX;
row = 0;
}
ESM::Land* land = getLand(cellX, cellY);
const ESM::Land* land = getLand(cellX, cellY);
if (land && land->mDataTypes&ESM::Land::DATA_VCLR)
{
color.r() = land->mLandData->mColours[col*ESM::Land::LAND_SIZE*3+row*3] / 255.f;
@ -158,7 +158,7 @@ namespace ESMTerrain
float vertX_ = 0; // of current cell corner
for (int cellX = startX; cellX < startX + std::ceil(size); ++cellX)
{
ESM::Land* land = getLand(cellX, cellY);
const ESM::Land* land = getLand(cellX, cellY);
if (land && !(land->mDataTypes&ESM::Land::DATA_VHGT))
land = NULL;
@ -262,7 +262,7 @@ namespace ESMTerrain
assert(x<ESM::Land::LAND_TEXTURE_SIZE);
assert(y<ESM::Land::LAND_TEXTURE_SIZE);
ESM::Land* land = getLand(cellX, cellY);
const ESM::Land* land = getLand(cellX, cellY);
if (land && (land->mDataTypes&ESM::Land::DATA_VTEX))
{
int tex = land->mLandData->mTextures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
@ -368,7 +368,7 @@ namespace ESMTerrain
int cellX = static_cast<int>(std::floor(worldPos.x() / 8192.f));
int cellY = static_cast<int>(std::floor(worldPos.y() / 8192.f));
ESM::Land* land = getLand(cellX, cellY);
const ESM::Land* land = getLand(cellX, cellY);
if (!land || !(land->mDataTypes&ESM::Land::DATA_VHGT))
return -2048;

@ -21,7 +21,7 @@ namespace ESMTerrain
private:
// Not implemented in this class, because we need different Store implementations for game and editor
virtual ESM::Land* getLand (int cellX, int cellY) = 0;
virtual const ESM::Land* getLand (int cellX, int cellY) = 0;
virtual const ESM::LandTexture* getLandTexture(int index, short plugin) = 0;
public:

Loading…
Cancel
Save