Provides a framework to produce, store and cache tile-based data. More...
Classes | |
class | proland::CPUTileStorage< T > |
A TileStorage that store tiles on CPU. More... | |
class | proland::GPUTileStorage |
A TileStorage that stores tiles in 2D array textures. More... | |
class | proland::ObjectTileStorage |
A TileStorage that stores Object on CPU. More... | |
class | proland::TileCache |
A cache of tiles to avoid recomputing recently produced tiles. More... | |
class | proland::TileLayer |
An abstract layer for a TileProducer. More... | |
class | proland::TileProducer |
An abstract producer of tiles. More... | |
class | proland::TileStorage |
A shared storage to store tiles of the same kind. More... |
Provides a framework to produce, store and cache tile-based data.
Tile-based data means data associated with a quadtree, i.e., data represented at several levels of details. The root of the quadtree has level 0, its four children have level 1, and so on recursively. At each level i there are 2^i * 2^i tiles. Hence tiles can be identified with 3 coordinates (level, tx, ty), where tx and ty vary between 0 and 2^i - 1.