TerrainRendererMesh Class |
Namespace: DigitalRune.Graphics.Rendering
The TerrainRendererMesh type exposes the following members.
Name | Description | |
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TerrainRendererMesh |
Initializes a new instance of the TerrainRendererMesh class.
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Name | Description | |
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Dispose |
Performs application-defined tasks associated with freeing, releasing, or resetting
unmanaged resources.
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Equals | (Inherited from Object.) | |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
Load |
Loads a TerrainRendererMesh from the specified stream.
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Save |
Writes the mesh data to the specified stream.
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ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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CellsPerLevel |
Gets the number of cells (texels) per clipmap level.
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IsDisposed |
Gets a value indicating whether this instance has been disposed of.
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NumberOfLevels |
Gets the number of clipmap levels.
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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.