Enumeration of terrain buffer flags.
[Flags]
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enum
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TerrainBufferFlags
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None
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= 0
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AmbientOcclusion
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= 0x01
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Enable per-vertex ambient occlusion (see Horizon). |
CubeMeshes
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= 0x02
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Enable use of Cube (i.e. planetary) terrain meshes? |
HighResolution
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= 0x04
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Need high-resolution vertex positions and heightmap coordinates? See also: PositionPrecision.FloatDeltaCoordinatePrecision.FloatHigh CoordinatePrecision.FloatLow |
Normals
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= 0x08
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Enable per-vertex normal vectors? See also: Semantic.Normal |
Planting
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= 0x10
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Enable planting of geometry on terrain meshes? |
Tangent
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= 0x20
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Enable per-vertex tangent vectors? See also: Semantic.TangentXSemantic.TangentY Semantic.TangentZ |
HeightmapCoords
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= 0x40
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Enable per-vertex heightmap coordinates? See also: Semantic.HeightmapCoords |
LevelOfDetail
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= 0x80
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Enable per-vertex level-of-detail? Remarks: This flag will enable per-vertex blending based of the screen-space level-of-detail (e.g. to remove normal vector artifacts) and the light-based error metric for mesh refinement (see LightScale). See also: Semantic.LevelOfDetail |
All
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= 0x7F
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