producer
[proland]

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...

Detailed Description

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.


Generated on Sat May 12 09:41:36 2012 for proland by  doxygen 1.6.1