Kohi Game Engine
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Represents a Level Of Detail for a single heightmap terrain chunk. More...
#include <kheightmap_terrain.h>
Data Fields | |
u32 | surface_index_count |
The index count for the chunk surface. More... | |
u32 | total_index_count |
The total index count, including those for side skirts. More... | |
u32 * | indices |
The index data. More... | |
u64 | index_buffer_offset |
The offset from the beginning of the index buffer. More... | |
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.
u64 index_buffer_offset |
The offset from the beginning of the index buffer.
u32* indices |
The index data.
u32 surface_index_count |
The index count for the chunk surface.
u32 total_index_count |
The total index count, including those for side skirts.