IDecal
Description
- Extended by
-
TerrainDecal sealed
Represents a terrain mesh decal texture.
A decal texture is a quadrilateral with an associated coordinate system, which is used to define its four vertex points, in clockwise winding:
(A)---------(B) A := top-left | | | | B := top-right | | | | C := bottom-right | | (D)---------(C) D := bottom-left
The Decaling class consumes zero or more decal textures and produces DecalingBatch values accordingly. During processing of the produced batches, additional information is required in most cases, for example GPU texture resources. Such information may be provided by classes that implement the IDecal interface.
- See also
Public / Methods
CoordinatesOf
Returns the coordinates of the given decal texture vertex.
If the coordinates of any vertex are undefined (see Vec2D.Undefined), the decal texture will be skipped silently during processing.
Public / Attributes
Coordinates
The coordinate system to use for interpreting the transformed vertex coordinates.
If the coordinate system is null
, the decal texture will be skipped silently during processing.
- See also
TextureClip
The texture clip rectangle.
The decal vertices A, B, C and D (see remarks) are mapped to normalized texture coordinates in the range [0..1]. The texture clip rectangle spans the texture coordinate range from (X,Y)
to (1-Z,1-W)
. Pixels that lie outside of the clip rectangle are discarded during rendering. Using Vec4F.Zero will make the clip rectangle encompass the whole texture.