Kohi Game Engine
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Go to the source code of this file.
Data Structures | |
struct | kheightmap_terrain_vertex |
Represents a single vertex of a heightmap terrain. More... | |
struct | heightmap_terrain_chunk_lod |
Represents a Level Of Detail for a single heightmap terrain chunk. More... | |
struct | heightmap_terrain_chunk |
Macros | |
#define | HEIGHTMAP_TERRAIN_MAX_MATERIAL_COUNT |
Typedefs | |
typedef struct kheightmap_terrain_vertex | kheightmap_terrain_vertex |
Represents a single vertex of a heightmap terrain. More... | |
typedef struct heightmap_terrain_chunk_lod | heightmap_terrain_chunk_lod |
Represents a Level Of Detail for a single heightmap terrain chunk. More... | |
typedef struct heightmap_terrain_chunk | heightmap_terrain_chunk |
#define HEIGHTMAP_TERRAIN_MAX_MATERIAL_COUNT |
typedef struct heightmap_terrain_chunk heightmap_terrain_chunk |
typedef struct heightmap_terrain_chunk_lod heightmap_terrain_chunk_lod |
Represents a Level Of Detail for a single heightmap terrain chunk.
Level of details in heightmap terrains are achieved by skipping vertices on an increasing basis per level of detail. For example, LOD level 0 renders all vertices (and thus contains indices for all vertices), while level 1 renders every other vertex (thus containing indices for every other vertex), level 2 renders every 4th vertex, level 3 every 8th, and so on.
typedef struct kheightmap_terrain_vertex kheightmap_terrain_vertex |
Represents a single vertex of a heightmap terrain.