QuadTreeWorld::QuadTreeWorld(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage, int nodeMask, int preCompileMask,intborderMask,intcompMapResolution,floatcompMapLevel,floatlodFactor,intvertexLodMod,floatmaxCompGeometrySize)
QuadTreeWorld::QuadTreeWorld(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage,unsigned int nodeMask,unsigned int preCompileMask,unsignedintborderMask,intcompMapResolution,floatcompMapLevel,floatlodFactor,intvertexLodMod,floatmaxCompGeometrySize)
classQuadTreeWorld:publicTerrainGrid// note: derived from TerrainGrid is only to render default cells (see loadCell)
{
public:
QuadTreeWorld(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage, int nodeMask, int preCompileMask,intborderMask,intcompMapResolution,floatcomMapLevel,floatlodFactor,intvertexLodMod,floatmaxCompGeometrySize);
QuadTreeWorld(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage,unsigned int nodeMask,unsigned int preCompileMask,unsignedintborderMask,intcompMapResolution,floatcomMapLevel,floatlodFactor,intvertexLodMod,floatmaxCompGeometrySize);
QuadTreeWorld(osg::Group*parent,Storage*storage, int nodeMask,floatlodFactor,floatchunkSize);
QuadTreeWorld(osg::Group*parent,Storage*storage,unsigned int nodeMask,floatlodFactor,floatchunkSize);
TerrainGrid::TerrainGrid(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage, int nodeMask, int preCompileMask,intborderMask)
TerrainGrid::TerrainGrid(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage,unsigned int nodeMask,unsigned int preCompileMask,unsignedintborderMask)
TerrainGrid(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage, int nodeMask, int preCompileMask=~0,intborderMask=0);
TerrainGrid(osg::Group*parent,Storage*storage, int nodeMask=~0);
TerrainGrid(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage,unsigned int nodeMask,unsigned int preCompileMask=~0u,unsignedintborderMask=0);
TerrainGrid(osg::Group*parent,Storage*storage,unsigned int nodeMask=~0u);
World::World(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage, int nodeMask, int preCompileMask,intborderMask)
World::World(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage,unsigned int nodeMask,unsigned int preCompileMask,unsignedintborderMask)
/// @param storage Storage instance to get terrain data from (heights, normals, colors, textures..)
/// @param nodeMask mask for the terrain root
/// @param preCompileMask mask for pre compiling textures
World(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage, int nodeMask, int preCompileMask,intborderMask);
World(osg::Group*parent,Storage*storage, int nodeMask);
World(osg::Group*parent,osg::Group*compileRoot,Resource::ResourceSystem*resourceSystem,Storage*storage,unsigned int nodeMask,unsigned int preCompileMask,unsignedintborderMask);
World(osg::Group*parent,Storage*storage,unsigned int nodeMask);
virtual~World();
/// Set a WorkQueue to delete objects in the background thread.