ImageDecal
Description
- Derived from
A scene entity that puts a geo-referenced image as a decal onto the terrain.
The default value for the ILightingProperty.Lighting property is false
.
- See also
Public / Attributes
Content
The geo-referenced image content of the terrain decal.
If the image dimensions are greater than the maximum texture size, the decal will use a downscaled texture on the GPU, unless content tiling has been enabled via Tiling.
Format
The pixel format to use when choosing the underlying texture format.
For rendering, the image decal must be present on the GPU as a texture. The texture format (see TextureFormat) is chosen automatically, based on the pixel format of the image data (TextureFormat.For).
When this property is set to PixelFormat.Unknown, the pixel format of the given content image will be used (see IImageInfo.PixelFormat). Otherwise, the specified pixel format is used.
Defaults to PixelFormat.Unknown.
Tiling
Specifies the tiling size to apply to the image content.
When tiling is disabled, a single GPU texture is used for the whole image decal (see ITexture2D), which limits the maximum decal resolution to the supported texture size (see ITextureFactory.ValidateTextureSize), because the image content will be scaled down to the texture size, if necessary.
When tiling is enabled, two or more GPU textures are used for the image decal, each having a width / height that is a less than or equal to the tiling size.
To find out the maximum texture size, the ITextureFactory.ValidateTextureSize method may be used. Use these properties to obtain the ITextureFactory object: ISceneView3D.Terrain, TerrainView.Stage, IRenderStage.Context, IGraphicsContext.TextureFactory
Defaults to 0
, which disables tiling.
- See also