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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.TerrainDetailMask Class

This class is used to manage detail masks of the Landscape Terrain Object. Each detail mask can have an unlimited number of details, defining its appearance. Detail masks are rendered in accordance with their rendering order (the one with the highest order shall be rendered above all others).

TerrainDetailMask Class

Properties

string Name#

Returns the name of the detail mask.
set
Sets a new name for the detail mask.
set value - New terrain detail mask name to be set.

bool Enabled#

Returns a value indicating if the terrain detail mask is enabled.
set
Sets a value indicating if the terrain detail mask is enabled.
set value - true to enable the terrain detail mask, false - to disable it.

int RenderOrder#

Returns rendering order of the detail mask. Rendering order of masks can be changed via the swapRenderOrder()method.

int NumDetails#

Returns the number of details of this detail mask.

int Index#

Returns the index of the detail mask.

float Dithering#

The current dither amount for the detail mask of the landscape terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for details. This value is multiplied by the global dither amount.
set
Sets a new dither amount for the detail mask of the landscape terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for details. This value is multiplied by the global dither amount.
set value - New dither amount to be set for the detail mask in the [0.0f; 1.0f] range.

Members


void SwapRenderOrder ( TerrainDetailMask mask ) #

Swap rendering order of this detail mask with the specified one.

Arguments

  • TerrainDetailMask mask - Target detail mask.

TerrainDetail AddDetail ( ) #

Adds a new detail for this mask.

Return value

New detail added for this mask.

TerrainDetail GetDetail ( int num ) #

Returns a detail by its index.

Arguments

  • int num - Detail index.

Return value

Detail with the specified index (if it exists); otherwise, NULL.

int IsDetail ( TerrainDetail detail ) #

Checks if the specified detail belongs to this detail mask.

Arguments

Return value

1 if the specified terrain detail belongs to this mask; otherwise, 0.

int FindDetailIndex ( string name ) #

Returns a detail index by its name.

Arguments

  • string name - Detail name.

Return value

Index of the detail having the specified name (if it exists); otherwise, -1.

TerrainDetail FindDetail ( string name ) #

Returns a detail attached to the detail mask by its name.

Arguments

  • string name - Detail name.

Return value

Detail with the specified name (if it exists); otherwise, NULL.

void SetDetailIndex ( TerrainDetail detail, int index ) #

Replaces a detail with a given index with the specified detail.

Arguments

  • TerrainDetail detail - Detail to be set instead of the one with the given index.
  • int index - Index of the detail to be replaced with the specified one.

int GetDetailIndex ( TerrainDetail detail ) #

Returns the index of the specified detail.

Arguments

Return value

Index of the specified detail (if it exists); otherwise, -1.

void SwapDetail ( int num_0, int num_1 ) #

Swaps the two details with given indices.

Arguments

  • int num_0 - First detail index.
  • int num_1 - Second detail index.

void SetDithering ( float dithering ) #

Sets a new dither amount for the detail mask of the landscape terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for details. This value is multiplied by the global dither amount.

Arguments

  • float dithering - New dither amount to be set for the detail mask in the [0.0f; 1.0f] range.

float GetDithering ( ) #

Returns the current dither amount for the detail mask of the landscape terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for details. This value is multiplied by the global dither amount.

Return value

Current dither amount for the detail mask in the [0.0f; 1.0f] range.
Last update: 2021-04-29
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