Index: branches/terrain/src/lib/graphics/importer/terrain/terrain_page.h
===================================================================
--- branches/terrain/src/lib/graphics/importer/terrain/terrain_page.h	(revision 8349)
+++ branches/terrain/src/lib/graphics/importer/terrain/terrain_page.h	(revision 8548)
@@ -199,76 +199,87 @@
 		 */
 		void activate();		
-		
-		protected:
-			
-			/**
-			 * @brief Tesselates one row of the terrain page.
-			 * @param _z 			The z-offset of the row
-			 * @param _xStride 		Determines the step-size horizontally
-			 * @param _zStride		Determines the step-size vertically.
-			 * @param _adaptRight	True if the right neighbor has a coarser
-			 *						tesselation level.
-			 * @param _adaptLeft	True if the left neighbor has a coarser
-			 *						tesselation level.			
-			 */
-			void tesselateRow( int _z, int _xStride, int _zStride, bool _adaptLeft, bool _adaptRight );
-
-			/** 
-			 * @brief Returns four boolean values in the oder
-			 */
-			void determineBorderAdaption( bool _adapt[] );
-			
-			/**
-			 * @brief Adds the given index to the index-array
-			 */
-			inline void addIndex( unsigned short _index );
-			
-			/**
-			 * @brief We programmers are very lazy :) This method just adds the last added index
-			 * again.
-			 */
-			inline void addAgain();
-			
-			
-			void getCoord( int _x, int _z, TexCoord& _coord) const;
-			
-			/** 
-			 * Fills _vertex with the vertex information at index.
-			 */
-			void getVertex( int _x, int _z, Triple& _vertex ) const;
-			
-		 	/**
-			 * Use this method to safely get a vertex at location ( _x, _z ). If it wasn't
-			 * created before, this method does that for you. 
-			 */			
-			short getIndex( int _x, int _z );
-			void tesselateLevelFourPatch( bool _adapt[] );
-		   /**
-			* Generates the tesselation for the given level of detail.
-			*/
-			void tesselate( int _lod );			
-			
-			float getAltitude( int _x, int _z ) const;
-			
-			int							currentLOD,
-										wantedLOD;
-			float						tween;
-			pTerrainPage 				left, 
-										right,
-										top,
-										bottom;
-			bool						forceTesselation;
-			bool						active;
-			Triple						*vertices;
-			unsigned short				*indices;
-			unsigned short				*indexHash;
-			TexCoord					*coords;
-			int							numIndices;
-			int							numVertices;
-			bool						isVisible;
-			pTerrainPage				next;
-			pTerrainPage				previous;
-			LODError					*errors;
-			Triple						position;
+		inline bool hasMaterial( int _i )
+		{
+			return true;
+		}
+		
+		inline void setWantedLOD( int _lod )
+		{
+			if ( wantedLOD >= TerrainPage::MAX_LODS )
+				wantedLOD = 4;
+			else
+				wantedLOD = _lod;
+		}		
+	protected:
+		
+		/**
+		 * @brief Tesselates one row of the terrain page.
+		 * @param _z 			The z-offset of the row
+		 * @param _xStride 		Determines the step-size horizontally
+		 * @param _zStride		Determines the step-size vertically.
+		 * @param _adaptRight	True if the right neighbor has a coarser
+		 *						tesselation level.
+		 * @param _adaptLeft	True if the left neighbor has a coarser
+		 *						tesselation level.			
+		 */
+		void tesselateRow( int _z, int _xStride, int _zStride, bool _adaptLeft, bool _adaptRight );
+
+		/** 
+		 * @brief Returns four boolean values in the oder
+		 */
+		void determineBorderAdaption( bool _adapt[] );
+		
+		/**
+		 * @brief Adds the given index to the index-array
+		 */
+		inline void addIndex( unsigned short _index );
+		
+		/**
+		 * @brief We programmers are very lazy :) This method just adds the last added index
+		 * again.
+		 */
+		inline void addAgain();
+		
+		
+		void getCoord( int _x, int _z, TexCoord& _coord) const;
+		
+		/** 
+		 * Fills _vertex with the vertex information at index.
+		 */
+		void getVertex( int _x, int _z, Triple& _vertex ) const;
+		
+	 	/**
+		 * Use this method to safely get a vertex at location ( _x, _z ). If it wasn't
+		 * created before, this method does that for you. 
+		 */			
+		short getIndex( int _x, int _z );
+		void tesselateLevelFourPatch( bool _adapt[] );
+	   /**
+		* Generates the tesselation for the given level of detail.
+		*/
+		void tesselate( int _lod );			
+
+		float getAltitude( int _x, int _z ) const;
+		
+		int							currentLOD,
+									wantedLOD;
+		float						tween;
+		pTerrainPage 				left, 
+									right,
+									top,
+									bottom;
+		bool						forceTesselation;
+		bool						active;
+		Triple						*vertices;
+		unsigned short				*indices;
+		unsigned short				*indexHash;
+		TexCoord					*coords;
+		int							numIndices;
+		int							numVertices;
+		bool						isVisible;
+		pTerrainPage				next;
+		pTerrainPage				previous;
+		LODError					*errors;
+		Triple						position;
 };
 
