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  <div class="navpath"><a class="el" href="namespaceirr.html">irr</a>::<a class="el" href="namespaceirr_1_1scene.html">scene</a>::<a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html">ITerrainSceneNode</a>
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<h1>irr::scene::ITerrainSceneNode Class Reference</h1><!-- doxytag: class="irr::scene::ITerrainSceneNode" --><!-- doxytag: inherits="irr::scene::ISceneNode" -->A <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for displaying terrain using the geo mip map algorithm.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="_i_terrain_scene_node_8h-source.html">ITerrainSceneNode.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for irr::scene::ITerrainSceneNode:</div>
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<p><center><img src="classirr_1_1scene_1_1_i_terrain_scene_node.png" usemap="#irr::scene::ITerrainSceneNode_map" border="0" alt=""></center>
<map name="irr::scene::ITerrainSceneNode_map">
<area href="classirr_1_1scene_1_1_i_scene_node.html" alt="irr::scene::ISceneNode" shape="rect" coords="0,112,200,136">
<area href="classirr_1_1io_1_1_i_attribute_exchanging_object.html" alt="irr::io::IAttributeExchangingObject" shape="rect" coords="0,56,200,80">
<area href="classirr_1_1_i_reference_counted.html" alt="irr::IReferenceCounted" shape="rect" coords="0,0,200,24">
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<p>
<a href="classirr_1_1scene_1_1_i_terrain_scene_node-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d</a><br>
&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#383501cc9c5cd30176f1f7ff6f8ab817">getBoundingBox</a> (<a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> patchX, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> patchZ) const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the bounding box of a patch.  <a href="#383501cc9c5cd30176f1f7ff6f8ab817"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d</a><br>
&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#02a14fe28f5a326fca819c36bee2e92e">getBoundingBox</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the bounding box of the terrain.  <a href="#02a14fe28f5a326fca819c36bee2e92e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#0d310851f0ebf1fce18d3a2c0f3dceab">getCurrentLODOfPatches</a> (<a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> &gt; &amp;LODs) const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Populates an array with the CurrentLOD of each patch.  <a href="#0d310851f0ebf1fce18d3a2c0f3dceab"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#9289839822ea77496af62f311f01c8bb">getHeight</a> (<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> x, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> y) const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get height of a point of the terrain.  <a href="#9289839822ea77496af62f311f01c8bb"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#0f09a8260f325570ce58f0fc6993aff9">getIndexCount</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the number of indices currently in the meshbuffer.  <a href="#0f09a8260f325570ce58f0fc6993aff9"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#ec6d83c4882fad10a0b35ca5a7ec0935">getIndicesForPatch</a> (<a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> &gt; &amp;indices, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> patchX, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> patchZ, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> LOD=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the indices for a specified patch at a specified Level of Detail.  <a href="#ec6d83c4882fad10a0b35ca5a7ec0935"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#6b5f5fca80e77f392e23d83dc61ae88e">getMesh</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get pointer to the mesh.  <a href="#6b5f5fca80e77f392e23d83dc61ae88e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#e23af8c2066da39ad10714dcf95dd8f1">getMeshBufferForLOD</a> (<a class="el" href="classirr_1_1scene_1_1_i_dynamic_mesh_buffer.html">IDynamicMeshBuffer</a> &amp;mb, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> LOD=0) const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the meshbuffer data based on a specified level of detail.  <a href="#e23af8c2066da39ad10714dcf95dd8f1"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_buffer.html">IMeshBuffer</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#3383e2d453c22c31091ad8652de2bb8a">getRenderBuffer</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get pointer to the buffer used by the terrain (most users will not need this).  <a href="#3383e2d453c22c31091ad8652de2bb8a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#804241f60c853e74fcb8687cd887f1b7">getTerrainCenter</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get center of terrain.  <a href="#804241f60c853e74fcb8687cd887f1b7"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#152a472837bbce22d1221086a47d8af5">ITerrainSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent, <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *mgr, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.0f, 0.0f), const core::vector3df &amp;rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor.  <a href="#152a472837bbce22d1221086a47d8af5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#e5c598195e3faafb7cc58b71beb7ee1b">loadHeightMap</a> (<a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *file, <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> vertexColor=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255, 255, 255, 255), <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> smoothFactor=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Initializes the terrain data. Loads the vertices from the heightMapFile.  <a href="#e5c598195e3faafb7cc58b71beb7ee1b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#43d92272d8d860dda1c74b9fe795f062">loadHeightMapRAW</a> (<a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *file, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> bitsPerPixel=16, bool signedData=false, bool floatVals=false, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> width=0, <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> vertexColor=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255, 255, 255, 255), <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> smoothFactor=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Initializes the terrain data. Loads the vertices from the heightMapFile.  <a href="#43d92272d8d860dda1c74b9fe795f062"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#f98b54e1a59c014d60ea888eba6010d7">overrideLODDistance</a> (<a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> LOD, <a class="el" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28">f64</a> newDistance)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Override the default generation of distance thresholds.  <a href="#f98b54e1a59c014d60ea888eba6010d7"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#acfb35db09be74e32c22a10c7e13bbcc">scaleTexture</a> (<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> scale=1.0f, f32 scale2=0.0f)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scales the base texture, similar to makePlanarTextureMapping.  <a href="#acfb35db09be74e32c22a10c7e13bbcc"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#f2c07f67c1c5319de4a796ec57950ec3">setCameraMovementDelta</a> (<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> delta)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the movement camera threshold.  <a href="#f2c07f67c1c5319de4a796ec57950ec3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#d11f3e54c291487c49868728a5228b5e">setCameraRotationDelta</a> (<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> delta)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the rotation camera threshold.  <a href="#d11f3e54c291487c49868728a5228b5e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#95cf695e54f1ef3376f7a3666c2dd834">setDynamicSelectorUpdate</a> (bool bVal)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether or not the node should dynamically update its associated selector when the geomipmap data changes.  <a href="#95cf695e54f1ef3376f7a3666c2dd834"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html#41b7f1ee70511d648cc11217347160ad">setLODOfPatch</a> (<a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> patchX, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> patchZ, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> LOD=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Manually sets the LOD of a patch.  <a href="#41b7f1ee70511d648cc11217347160ad"></a><br></td></tr>
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<hr><a name="_details"></a><h2>Detailed Description</h2>
A <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for displaying terrain using the geo mip map algorithm. 
<p>
The code for the TerrainSceneNode is based on the Terrain renderer by Soconne and the GeoMipMapSceneNode developed by Spintz. They made their code available for Irrlicht and allowed it to be distributed under this licence. I only modified some parts. A lot of thanks go to them.<p>
This <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is capable of very quickly loading terrains and updating the indices at runtime to enable viewing very large terrains. It uses a CLOD (Continuous Level of Detail) algorithm which updates the indices for each patch based on a LOD (Level of Detail) which is determined based on a patch's distance from the camera.<p>
The Patch Size of the terrain must always be a size of ( 2^N+1, i.e. 8+1(9), 16+1(17), etc. ). The MaxLOD available is directly dependent on the patch size of the terrain. LOD 0 contains all of the indices to draw all the triangles at the max detail for a patch. As each LOD goes up by 1 the step taken, in generating indices increases by - 2^LOD, so for LOD 1, the step taken is 2, for LOD 2, the step taken is 4, LOD 3 - 8, etc. The step can be no larger than the size of the patch, so having a LOD of 8, with a patch size of 17, is asking the algoritm to generate indices every 2^8 ( 256 ) vertices, which is not possible with a patch size of 17. The maximum LOD for a patch size of 17 is 2^4 ( 16 ). So, with a MaxLOD of 5, you'll have LOD 0 ( full detail ), LOD 1 ( every 2 vertices ), LOD 2 ( every 4 vertices ), LOD 3 ( every 8 vertices ) and LOD 4 ( every 16 vertices ). 
<p>Definition at line <a class="el" href="_i_terrain_scene_node_8h-source.html#l00049">49</a> of file <a class="el" href="_i_terrain_scene_node_8h-source.html">ITerrainSceneNode.h</a>.</p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="152a472837bbce22d1221086a47d8af5"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::ITerrainSceneNode" ref="152a472837bbce22d1221086a47d8af5" args="(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &amp;position=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))" -->
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          <td class="memname">irr::scene::ITerrainSceneNode::ITerrainSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *&nbsp;</td>
          <td class="paramname"> <em>mgr</em>, </td>
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          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em>, </td>
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          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.0f,&nbsp;0.0f)</code>, </td>
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          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.0f,&nbsp;0.0f)</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [inline]</code></td>
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<p>
Constructor. 
<p>

<p>Definition at line <a class="el" href="_i_terrain_scene_node_8h-source.html#l00053">53</a> of file <a class="el" href="_i_terrain_scene_node_8h-source.html">ITerrainSceneNode.h</a>.</p>

</div>
</div><p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="383501cc9c5cd30176f1f7ff6f8ab817"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getBoundingBox" ref="383501cc9c5cd30176f1f7ff6f8ab817" args="(s32 patchX, s32 patchZ) const =0" -->
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          <td class="memname">virtual const <a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d</a>&lt;<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&gt;&amp; irr::scene::ITerrainSceneNode::getBoundingBox           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>patchX</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>patchZ</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td> const<code> [pure virtual]</code></td>
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<p>
Get the bounding box of a patch. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The bounding box of the chosen patch. </dd></dl>

</div>
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<a class="anchor" name="02a14fe28f5a326fca819c36bee2e92e"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getBoundingBox" ref="02a14fe28f5a326fca819c36bee2e92e" args="() const =0" -->
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          <td class="memname">virtual const <a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d</a>&lt;<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&gt;&amp; irr::scene::ITerrainSceneNode::getBoundingBox           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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<p>
Get the bounding box of the terrain. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The bounding box of the entire terrain. </dd></dl>

<p>Implements <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#223f718fc2f4944b5ad28c592f6cc8c6">irr::scene::ISceneNode</a>.</p>

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</div><p>
<a class="anchor" name="0d310851f0ebf1fce18d3a2c0f3dceab"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getCurrentLODOfPatches" ref="0d310851f0ebf1fce18d3a2c0f3dceab" args="(core::array&lt; s32 &gt; &amp;LODs) const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> irr::scene::ITerrainSceneNode::getCurrentLODOfPatches           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>LODs</em>          </td>
          <td>&nbsp;)&nbsp;</td>
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<p>
Populates an array with the CurrentLOD of each patch. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>LODs</em>&nbsp;</td><td>A reference to a core::array&lt;s32&gt; to hold the values </td></tr>
  </table>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Number of elements in the array </dd></dl>

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<a class="anchor" name="9289839822ea77496af62f311f01c8bb"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getHeight" ref="9289839822ea77496af62f311f01c8bb" args="(f32 x, f32 y) const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> irr::scene::ITerrainSceneNode::getHeight           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>x</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>y</em></td><td>&nbsp;</td>
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          <td></td>
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          <td></td><td></td><td> const<code> [pure virtual]</code></td>
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<p>
Get height of a point of the terrain. 
<p>

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<a class="anchor" name="0f09a8260f325570ce58f0fc6993aff9"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getIndexCount" ref="0f09a8260f325570ce58f0fc6993aff9" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> irr::scene::ITerrainSceneNode::getIndexCount           </td>
          <td>(</td>
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<p>
Get the number of indices currently in the meshbuffer. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The index count. </dd></dl>

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<a class="anchor" name="ec6d83c4882fad10a0b35ca5a7ec0935"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getIndicesForPatch" ref="ec6d83c4882fad10a0b35ca5a7ec0935" args="(core::array&lt; u32 &gt; &amp;indices, s32 patchX, s32 patchZ, s32 LOD=0)=0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> irr::scene::ITerrainSceneNode::getIndicesForPatch           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>indices</em>, </td>
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        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>patchX</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>patchZ</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>LOD</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Gets the indices for a specified patch at a specified Level of Detail. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>indices</em>&nbsp;</td><td>A reference to an array of u32 indices. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>patchX</em>&nbsp;</td><td>Patch x coordinate. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>patchZ</em>&nbsp;</td><td>Patch z coordinate. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>LOD</em>&nbsp;</td><td>The level of detail to get for that patch. If -1, then get the CurrentLOD. If the CurrentLOD is set to -1, meaning it's not shown, then it will retrieve the triangles at the highest LOD (0). </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Number of indices put into the buffer. </dd></dl>

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</div><p>
<a class="anchor" name="6b5f5fca80e77f392e23d83dc61ae88e"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getMesh" ref="6b5f5fca80e77f392e23d83dc61ae88e" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a>* irr::scene::ITerrainSceneNode::getMesh           </td>
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<p>
Get pointer to the mesh. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the mesh. </dd></dl>

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<a class="anchor" name="e23af8c2066da39ad10714dcf95dd8f1"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getMeshBufferForLOD" ref="e23af8c2066da39ad10714dcf95dd8f1" args="(IDynamicMeshBuffer &amp;mb, s32 LOD=0) const =0" -->
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          <td class="memname">virtual void irr::scene::ITerrainSceneNode::getMeshBufferForLOD           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_dynamic_mesh_buffer.html">IDynamicMeshBuffer</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>mb</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>LOD</em> = <code>0</code></td><td>&nbsp;</td>
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        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td> const<code> [pure virtual]</code></td>
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<p>
Gets the meshbuffer data based on a specified level of detail. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mb</em>&nbsp;</td><td>A reference to an <a class="el" href="classirr_1_1scene_1_1_i_dynamic_mesh_buffer.html">IDynamicMeshBuffer</a> object </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>LOD</em>&nbsp;</td><td>The level of detail you want the indices from. </td></tr>
  </table>
</dl>

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</div><p>
<a class="anchor" name="3383e2d453c22c31091ad8652de2bb8a"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getRenderBuffer" ref="3383e2d453c22c31091ad8652de2bb8a" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_buffer.html">IMeshBuffer</a>* irr::scene::ITerrainSceneNode::getRenderBuffer           </td>
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          <td>&nbsp;)&nbsp;</td>
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<p>
Get pointer to the buffer used by the terrain (most users will not need this). 
<p>

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<a class="anchor" name="804241f60c853e74fcb8687cd887f1b7"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::getTerrainCenter" ref="804241f60c853e74fcb8687cd887f1b7" args="() const =0" -->
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          <td class="memname">virtual const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>&amp; irr::scene::ITerrainSceneNode::getTerrainCenter           </td>
          <td>(</td>
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          <td> const<code> [pure virtual]</code></td>
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<p>
Get center of terrain. 
<p>

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<a class="anchor" name="e5c598195e3faafb7cc58b71beb7ee1b"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::loadHeightMap" ref="e5c598195e3faafb7cc58b71beb7ee1b" args="(io::IReadFile *file, video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 smoothFactor=0)=0" -->
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          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *&nbsp;</td>
          <td class="paramname"> <em>file</em>, </td>
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          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>vertexColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>smoothFactor</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
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<p>
Initializes the terrain data. Loads the vertices from the heightMapFile. 
<p>
The file must contain a loadable image of the heightmap. The heightmap must be square. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>file</em>&nbsp;</td><td>The file to read the image from. File is not rewinded. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vertexColor</em>&nbsp;</td><td>Color of all vertices. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>smoothFactor</em>&nbsp;</td><td>Number of smoothing passes. </td></tr>
  </table>
</dl>

</div>
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<a class="anchor" name="43d92272d8d860dda1c74b9fe795f062"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::loadHeightMapRAW" ref="43d92272d8d860dda1c74b9fe795f062" args="(io::IReadFile *file, s32 bitsPerPixel=16, bool signedData=false, bool floatVals=false, s32 width=0, video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 smoothFactor=0)=0" -->
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          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *&nbsp;</td>
          <td class="paramname"> <em>file</em>, </td>
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        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>bitsPerPixel</em> = <code>16</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>signedData</em> = <code>false</code>, </td>
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          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>floatVals</em> = <code>false</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>width</em> = <code>0</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>vertexColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>smoothFactor</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Initializes the terrain data. Loads the vertices from the heightMapFile. 
<p>
The data is interpreted as (signed) integers of the given bit size or floats (with 32bits, signed). Allowed bitsizes for integers are 8, 16, and 32. The heightmap must be square. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>file</em>&nbsp;</td><td>The file to read the RAW data from. File is not rewinded. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>bitsPerPixel</em>&nbsp;</td><td>Size of data if integers used, for floats always use 32. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>signedData</em>&nbsp;</td><td>Whether we use signed or unsigned ints, ignored for floats. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>floatVals</em>&nbsp;</td><td>Whether the data is float or int. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>width</em>&nbsp;</td><td>Width (and also Height, as it must be square) of the heightmap. Use 0 for autocalculating from the filesize. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vertexColor</em>&nbsp;</td><td>Color of all vertices. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>smoothFactor</em>&nbsp;</td><td>Number of smoothing passes. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="f98b54e1a59c014d60ea888eba6010d7"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::overrideLODDistance" ref="f98b54e1a59c014d60ea888eba6010d7" args="(s32 LOD, f64 newDistance)=0" -->
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          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>LOD</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#1325b02603ad449f92c68fc640af9b28">f64</a>&nbsp;</td>
          <td class="paramname"> <em>newDistance</em></td><td>&nbsp;</td>
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          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Override the default generation of distance thresholds. 
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For determining the LOD a patch is rendered at. If any LOD is overridden, then the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node will no longer apply scaling factors to these values. If you override these distances, and then apply a scale to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, it is your responsibility to update the new distances to work best with your new terrain size. 
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<a class="anchor" name="acfb35db09be74e32c22a10c7e13bbcc"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::scaleTexture" ref="acfb35db09be74e32c22a10c7e13bbcc" args="(f32 scale=1.0f, f32 scale2=0.0f)=0" -->
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          <td class="memname">virtual void irr::scene::ITerrainSceneNode::scaleTexture           </td>
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          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code>1.0f</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>scale2</em> = <code>0.0f</code></td><td>&nbsp;</td>
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          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Scales the base texture, similar to makePlanarTextureMapping. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>scale</em>&nbsp;</td><td>The scaling amount. Values above 1.0 increase the number of time the texture is drawn on the terrain. Values below 0 will decrease the number of times the texture is drawn on the terrain. Using negative values will flip the texture, as well as still scaling it. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale2</em>&nbsp;</td><td>If set to 0 (default value), this will set the second texture coordinate set to the same values as in the first set. If this is another value than zero, it will scale the second texture coordinate set by this value. </td></tr>
  </table>
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<a class="anchor" name="f2c07f67c1c5319de4a796ec57950ec3"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::setCameraMovementDelta" ref="f2c07f67c1c5319de4a796ec57950ec3" args="(f32 delta)=0" -->
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          <td class="memname">virtual void irr::scene::ITerrainSceneNode::setCameraMovementDelta           </td>
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          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>delta</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Sets the movement camera threshold. 
<p>
It is used to determine when to recalculate indices for the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. The default value is 10.0f. 
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<a class="anchor" name="d11f3e54c291487c49868728a5228b5e"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::setCameraRotationDelta" ref="d11f3e54c291487c49868728a5228b5e" args="(f32 delta)=0" -->
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          <td class="memname">virtual void irr::scene::ITerrainSceneNode::setCameraRotationDelta           </td>
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          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>delta</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Sets the rotation camera threshold. 
<p>
It is used to determine when to recalculate indices for the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. The default value is 1.0f. 
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<a class="anchor" name="95cf695e54f1ef3376f7a3666c2dd834"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::setDynamicSelectorUpdate" ref="95cf695e54f1ef3376f7a3666c2dd834" args="(bool bVal)=0" -->
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          <td class="memname">virtual void irr::scene::ITerrainSceneNode::setDynamicSelectorUpdate           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>bVal</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Sets whether or not the node should dynamically update its associated selector when the geomipmap data changes. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>bVal,:</em>&nbsp;</td><td>Boolean value representing whether or not to update selector dynamically. </td></tr>
  </table>
</dl>

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<a class="anchor" name="41b7f1ee70511d648cc11217347160ad"></a><!-- doxytag: member="irr::scene::ITerrainSceneNode::setLODOfPatch" ref="41b7f1ee70511d648cc11217347160ad" args="(s32 patchX, s32 patchZ, s32 LOD=0)=0" -->
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          <td class="memname">virtual void irr::scene::ITerrainSceneNode::setLODOfPatch           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>patchX</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>patchZ</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>LOD</em> = <code>0</code></td><td>&nbsp;</td>
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        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Manually sets the LOD of a patch. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>patchX</em>&nbsp;</td><td>Patch x coordinate. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>patchZ</em>&nbsp;</td><td>Patch z coordinate. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>LOD</em>&nbsp;</td><td>The level of detail to set the patch to. </td></tr>
  </table>
</dl>

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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_terrain_scene_node_8h-source.html">ITerrainSceneNode.h</a></ul>
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