L3DT documentation
Large 3D terrain generator



Retrieve the raw handle to map memory.


Declaration Zeolite.h
Implementation Zeolite.cpp

Function prototype

void* zmap_GetDataPtr(ZMAP hMap);


Name Type Comment
hMap ZMAP The ZMAP handle of the map for which the data handle is to be retrieved.

Return value

A null pointer if:

A valid (non-null) pointer otherwise.


Pixel ordering

Pixels are ordered in rows going east-to-west, with rows ordered south to north. To convert from x/y coordinate to memory offset, use the following formula:

long offset = (x + nx * y) * PixelMemSize;

…where ny is the map width (in pixels) and PixelMemSize is the size in memory of one pixel (see zmap_GetPixelSize).

To convert from memory offsets to pixel coordinates, use the following formulae:

long x = (offset/PixelMemSize)%nx;
long y = (offset/PixelMemSize)/nx;

Use 'zmap_GetPixel' / 'zmap_SetPixel' where possible

It is recommended that, wherever possible, the zmap_GetPixel / zmap_SetPixel functions are used for accessing map data, instead of direct memory access with zmap_GetDataPtr. Those functions include coordinate checking and memory protection, as well has handling mip-mapping and mosaic tile cache loading/saving and automatically.

zeolite/functions/zmap_getdataptr.txt · Last modified: 2017/08/31 04:43 (external edit)
Except where otherwise noted, content on this wiki is licensed under the following license:CC Attribution-Share Alike 3.0 Unported
Recent changes RSS feed Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki