terrainrenderer

Parent: object

Inherits from sceneobject

Displays a terrain. It uses advanced algorithms to display a terrain efficiently and can be faster than a freeform terrain though can be difficult map textures to different parts of the terrain like you can with a freeform.

The terrain renderer uses a height data source to generate the terrain heights. Height can be specified as a grey scale bitmap specified by the image filename in 'elevation' where white is the highest peak while black is the lowest. A texture can be applied to the mesh giving a realistic terrain. Refer to the terrain renderer reference on GLScene for more information.

primary boolean
A terrain can be used to cover the enter 2D space of a mud (eg in Shattered World 359x 359 space) in 3d space. If 'primary' is set to true then the terrainrenderer is defined to be the terrain insead of a freeform.

elevation string
Filename of the greyscale bitmap that defines the height of points in the terrain.

clodprecision integer
Defines how accurately the terrain is generated. The lower the clodprecision the higher the accuracy and the slower the terrain generation.

tilesize integer
A terrain can be split up into tiles. Tiles that are far away from the camera a displayed with lower precision than those closer to the camera, therefore having more than one tile is desirable for speed.

tilespertexture integer
This defines how a texture is displayed on the terrain. If there are multiple tiles then you will need to increase the number of tilespertexture in order that a texture covers the entire terrain.

maxclodtriangles integer
Maximum number of triangles in a scene EXCLUDING those produced from high resolution tiles. This is used as a memory allocator provide storage for ROAM triangles.

qualitydistance float
If any part of the tile is less than QualityDistance from the camera, then all vertices in the patch are rendered as a big triangle strip. Beyond this distance and the tiles are reduced by the ROAM algorithm. Note that when using hrsTesselated as QualityStyle, near tiles triangle count will be optimized by a high-quality ROAM pass (performed only once to produce a static high-resolution triangle mesh).

qualitystyle string
fullgeometry
tesselated