/** * Caches the transforms (except rotation) so the LOD calculator, * which runs on a separate thread, can access them safely. */ protected void cacheTerrainTransforms() { for (int i = children.size(); --i >= 0;) { Spatial child = children.get(i); if (child instanceof TerrainQuad) { ((TerrainQuad) child).cacheTerrainTransforms(); } else if (child instanceof TerrainPatch) { ((TerrainPatch) child).cacheTerrainTransforms(); } } }
/** * Caches the transforms (except rotation) so the LOD calculator, * which runs on a separate thread, can access them safely. */ protected void cacheTerrainTransforms() { for (int i = children.size(); --i >= 0;) { Spatial child = children.get(i); if (child instanceof TerrainQuad) { ((TerrainQuad) child).cacheTerrainTransforms(); } else if (child instanceof TerrainPatch) { ((TerrainPatch) child).cacheTerrainTransforms(); } } }