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.
Enable per-vertex heightmap coordinates?
Enable per-vertex level-of-detail computations?
This flag will enable per-vertex blending on the GPU based on the screen-space level-of-detail (e.g. to remove normal vector artefacts) and the light-based error metric for mesh refinement (see ScreenVisibleCheck.LightScale).
Enable per-vertex ambient occlusion?
This flag will enable computation of ambient occlusion values, which will be put into the alpha channel of each vertex in the GPU vertex buffer.
Enable dynamic planting of geometry on terrain meshes?
- See also
Need high-precision vertex positions and heightmap coordinates?
As a rule of thumb, high-precision is required for terrain meshes that have a heightmap size of
2^24+1=16777217, or greater.
This is a helper for enabling deterministic mode for CLOD mesh refinement.
Default terrain buffer flags.