Kohi Game Engine
kheightmap_terrain.h File Reference
#include "defines.h"
#include "math/math_types.h"

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
 

Macro Definition Documentation

◆ HEIGHTMAP_TERRAIN_MAX_MATERIAL_COUNT

#define HEIGHTMAP_TERRAIN_MAX_MATERIAL_COUNT

Typedef Documentation

◆ heightmap_terrain_chunk

◆ 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.

◆ kheightmap_terrain_vertex

Represents a single vertex of a heightmap terrain.