TerrainLayer
Description
- Derived from
-
Disposable abstract
IComparable<TerrainLayer>
The TerrainLayer class represents a layer of a terrain mesh.
Depending on the type, a terrain layer may represent one of the following:
-
TerrainLayerType.Base (see HasBase):
The base terrain mesh, rendered with vertex colors from the heightmap (see Semantic.Texture). -
TerrainLayerType.Material (see HasMaterials):
Terrain material textures, using tri-planar or UV-mapping (see Material). -
TerrainLayerType.Texture (see HasTexture):
Unique texturing, based on pixel pyramid of the layer slots (see Texture). -
TerrainLayerType.Region (see HasRegion):
Highlight for dataset regions (see Region).
Public / Constants
SortIndexMaterial
Sort index value (-0.5
) for the implicit layer of type TerrainLayerType.Material.
SortIndexMaximum
Maximum sort index value (999
) for layers of type TerrainLayerType.Texture and TerrainLayerType.Region.
SortIndexMinimum
Minimum sort index value (-999
) for layers of type TerrainLayerType.Texture and TerrainLayerType.Region.
Public / Methods
TextureDirty
Clears the texture progress of this terrain layer in the given view in.
The texturing progress (see Texturing.Progress) is updated when the texturing batches are computed. This method may be called to clear the texture progress after the texturing parameters have been modified.
Public / Attributes
IsOpaque
Is this terrain layer opaque, when rendered with a distance fade range of Fade.AlwaysOne?
- See also
OpaqueMask
Bitmask that determines when a sequence of layers is considered to be opaque.
Defaults to 0
.
Range
The distance range in which this terrain layer is visible.
Defaults to Fade.AlwaysOne, i.e. the layer is always visible.