TerrainBuffer
Description
- Derived from
-
Disposable abstract
IResourceHandle
IDisposableGeneric<TerrainBuffer>
The TerrainBuffer component is used as a shared buffer by zero or more TerrainMesh components.
TerrainBuffer objects act as resource handles and produce TerrainBufferResource resource objects.
- See also
Public / Constructors
TerrainBuffer
Creates a new instance of TerrainBuffer.
The TerrainBufferOptions.CacheOptions and TerrainBufferOptions.CachePath properties are ignored by this method. Use TerrainBufferOptions.CreateTerrainBuffer if you want these to be taken into account.
Public / Methods
ClearCache
Clears the terrain buffer caches.
The texel pyramid cache (see Cache) is cleared with PyramidFileCache.Clear if flags opt contains both ClearCacheFlags.File and ClearCacheFlags.Texel. Then the cache of each TextureAtlas object is cleared with TextureAtlas.Clear2, passing flags opt.
- IOException
-
If an I/O error has occurred.
- See also
Public / Attributes
VertexLayout
The layout of the shared vertex buffer.
The layout always uses the following VertexElementUsage semantics, in the given order:
-
VertexElementUsage.Position at index
0: terrain-space vertex positions, sourced from Semantic.Position. -
VertexElementUsage.Position at index
1: precision delta of terrain-space vertex positions, sourced from Semantic.Position. -
VertexElementUsage.Normal at index
0: terrain-space normal vectors (maximum LOD), sourced from Semantic.Normal. -
VertexElementUsage.Normal at index
1: terrain-space normal vectors (base LOD), sourced from Semantic.NormalBase. -
VertexElementUsage.Color at index
0: diffuse vertex colors (maximum LOD), sourced from Semantic.Texture. -
VertexElementUsage.Color at index
1: vertex material IDs (maximum LOD), sourced from Semantic.Material. -
VertexElementUsage.Color at index
2: vertex material weights (maximum LOD), sourced from Semantic.Material. -
VertexElementUsage.Texture at index
0: heightmap coordinates (high bits), sourced from Semantic.HeightmapCoords. -
VertexElementUsage.Texture at index
1: heightmap coordinates (low bits), sourced from Semantic.HeightmapCoords. -
VertexElementUsage.Texture at index
2: level-of-detail coefficients, sourced from Semantic.Area.