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DigitalRuneTerrainRendererMesh Class
Represents the mesh that is used by the TerrainRenderer.
Inheritance Hierarchy
SystemObject
  DigitalRune.Graphics.RenderingTerrainRendererMesh

Namespace: DigitalRune.Graphics.Rendering
Assembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax
public sealed class TerrainRendererMesh : IDisposable

The TerrainRendererMesh type exposes the following members.

Constructors
  NameDescription
Public methodTerrainRendererMesh
Initializes a new instance of the TerrainRendererMesh class.
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Methods
  NameDescription
Public methodDispose
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodStatic memberLoad
Loads a TerrainRendererMesh from the specified stream.
Public methodSave
Writes the mesh data to the specified stream.
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Properties
  NameDescription
Public propertyCellsPerLevel
Gets the number of cells (texels) per clipmap level.
Public propertyIsDisposed
Gets a value indicating whether this instance has been disposed of.
Public propertyNumberOfLevels
Gets the number of clipmap levels.
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Remarks

This object stores mesh data which is used by the TerrainRenderer. The mesh data is internal. The mesh data represents a geo-clipmap mesh. The mesh is defined by NumberOfLevels and CellsPerLevel. These parameters should match the resolution of the BaseClipmap of the rendered TerrainNode.

This mesh is automatically created by the TerrainRenderer when needed. However, the creation of the mesh can take up to several seconds. Therefore, it is possible to save the mesh to a file (see Save(Stream)) and then load this file the next time (see Load(GraphicsDevice, Stream)). SetMesh(TerrainRendererMesh) must be called to tell the TerrainRenderer to use a manually loaded mesh.

See Also