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
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)