IMesh
Description
- Derived from
- Extended by
-
IMeshDynamic
MeshChunk sealed
Base interface for continuous level-of-detail terrain meshes.
The terrain mesh version (see IVersioned.Version) is incremented during MeshBuffer.MeshUpdate if the mesh structure has changed.
Public / Attributes
Geometry
The IGeometry object this terrain mesh uses.
The geometry object is used to compute actual vertex data from the terrain data that has been gathered from the heightmap.
- See also
Heightmap
The heightmap of this terrain mesh.
The heightmap delivers terrain data, such as elevation and diffuse color.
- See also
IsReady
Is this terrain mesh ready for traversal and triangulation?
When a mesh is not ready yet, calling MeshTree.GetRoot will always return XDag.Null.
Tree
Returns the mesh quad-tree object which can be used during traversals.
Each mesh face (see CubemapFace) represents the root of a quad-tree structure. During mesh traversal (via the IMeshTraversal), the MeshTree object provides access to the underlying quad-tree structure.
Vertices
Returns the CPU vertex data collection of this terrain mesh.
All meshes created by a single MeshBuffer share the same vertex data collection.