Example #1
0
    def __init__(self, dimension, textureAtlas=None, geometryCache=None, bounds=None):
        super(WorldScene, self).__init__()

        self.dimension = dimension
        self.textureAtlas = textureAtlas
        self.depthOffset = DepthOffset(DepthOffsets.Renderer)
        self.addState(self.depthOffset)

        self.textureAtlasState = TextureAtlasState(textureAtlas)
        self.addState(self.textureAtlasState)

        self.renderstateNodes = {}
        for rsClass in renderstates.allRenderstates:
            groupNode = ChunkGroupNode()
            groupNode.name = rsClass.__name__
            groupNode.addState(rsClass())
            self.addChild(groupNode)
            self.renderstateNodes[rsClass] = groupNode

        self.chunkRenderInfo = {}
        self.visibleLayers = set(Layer.DefaultVisibleLayers)

        self.updateTask = SceneUpdateTask(self, textureAtlas)

        if geometryCache is None:
            geometryCache = GeometryCache()
        self.geometryCache = geometryCache

        self.showRedraw = False

        self.minlod = 0
        self.bounds = bounds
Example #2
0
    def __init__(self,
                 dimension,
                 textureAtlas=None,
                 geometryCache=None,
                 bounds=None):
        super(WorldScene, self).__init__()

        self.dimension = dimension
        self.textureAtlas = textureAtlas
        self.depthOffset = DepthOffset(DepthOffsets.Renderer)
        self.addState(self.depthOffset)

        self.textureAtlasState = TextureAtlasState(textureAtlas)
        self.addState(self.textureAtlasState)

        self.renderstateNodes = {}
        for rsClass in renderstates.allRenderstates:
            groupNode = ChunkGroupNode()
            groupNode.name = rsClass.__name__
            groupNode.addState(rsClass())
            self.addChild(groupNode)
            self.renderstateNodes[rsClass] = groupNode

        self.chunkRenderInfo = {}
        self.visibleLayers = set(Layer.DefaultVisibleLayers)

        self.updateTask = SceneUpdateTask(self, textureAtlas)

        if geometryCache is None:
            geometryCache = GeometryCache()
        self.geometryCache = geometryCache

        self.showRedraw = False

        self.minlod = 0
        self.bounds = bounds

        self.playersNode = PlayersNode(dimension)
        self.addChild(self.playersNode)