TerrainBufferFlags

Description

[Flags]
enum Tinman.Engine.Components.TerrainBufferFlags

Enumeration of terrain buffer flags.

Public / Constants

None

public constant None → (0:int32)

No terrain buffer flag.

AmbientOcclusion

public constant AmbientOcclusion → (1:int32)

Enable per-vertex ambient occlusion (see Semantic.Horizon).

CubeMeshes

public constant CubeMeshes → (2:int32)

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

HighResolution

public constant HighResolution → (4:int32)

Need high-resolution vertex positions and heightmap coordinates?

Planting

public constant Planting → (8:int32)

Enable planting of geometry on terrain meshes?

Tangent

public constant Tangent → (16:int32)

Enable per-vertex tangent vectors?

HeightmapCoords

public constant HeightmapCoords → (32:int32)

Enable per-vertex heightmap coordinates?

LevelOfDetail

public constant LevelOfDetail → (64:int32)

Enable per-vertex level-of-detail computations?

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 ScreenVisibleCheck.LightScale).

See also

Semantic.Area

Coverage

public constant Coverage → (128:int32)

Use coverage to create holes in the terrain surface?

When this flag is omitted, the terrain heightmap is assumed to have full coverage everywhere. If present, heightmap samples with HeightmapLayer.Coverage values less than 50% will be treated as HeightmapSample.Void, which creates holes in the terrain surface (i.e. missing geometry). All other heightmap samples will be scaled to 100% coverage.

All

public constant All → (255:int32)

All terrain buffer flags.