Kohi Game Engine
heightmap_terrain_chunk_lod Struct Reference

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...
 
u32indices
 The index data. More...
 
u64 index_buffer_offset
 The offset from the beginning of the index buffer. More...
 

Detailed Description

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.

Field Documentation

◆ index_buffer_offset

u64 index_buffer_offset

The offset from the beginning of the index buffer.

◆ indices

u32* indices

The index data.

◆ surface_index_count

u32 surface_index_count

The index count for the chunk surface.

◆ total_index_count

u32 total_index_count

The total index count, including those for side skirts.


The documentation for this struct was generated from the following file: