TINMAN 3D / REALTIME TERRAIN
Software Development Kit - User Manual

enum TerrainBufferFlags in Tinman.AddOns.Components

Enumeration of terrain buffer flags.

[Flags]
enum TerrainBufferFlags  

Items

None = 0
AmbientOcclusion = 0x01

Enable per-vertex ambient occlusion (see Horizon).

CubeMeshes = 0x02

Enable use of Cube (i.e. planetary) terrain meshes?

HighResolution = 0x04

Need high-resolution vertex positions and heightmap coordinates?

See also:

PositionPrecision.FloatDelta
CoordinatePrecision.FloatHigh
CoordinatePrecision.FloatLow
Normals = 0x08

Enable per-vertex normal vectors?

See also:

Semantic.Normal
Planting = 0x10

Enable planting of geometry on terrain meshes?

Tangent = 0x20

Enable per-vertex tangent vectors?

See also:

Semantic.TangentX
Semantic.TangentY
Semantic.TangentZ
HeightmapCoords = 0x40

Enable per-vertex heightmap coordinates?

See also:

Semantic.HeightmapCoords
LevelOfDetail = 0x80

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 = 0x7F