public sealed class TerrainSceneSourceThe frame's terrains, written by the extraction system and read by the compositor node.
Remarks
The stable object between two things with different lifetimes. The extraction system is registered once when the loop is assembled; the compositor node is rebuilt on every document load. Neither can hold the other, so both hold this — ForwardLightingRenderFeature.Lights is the same arrangement for the same reason, and TerrainFactory.Scene is how the node's end gets wired.
⚠ Rebuilt every frame rather than mirrored. A terrain has no handle to reconcile: the list is cleared and refilled, which costs a walk over the handful of entities that carry ground and removes the class of bug where a destroyed entity leaves a landscape standing.
Fields and properties (4)
public List<TerrainSceneEntry> TerrainsThis frame's terrains, in extraction order.
public List<FoliageSceneEntry> FoliageAnd its foliage volumes, on the same terms.
public IMeshSource? MeshesWhat turns a foliage type's mesh reference into geometry, or null.
public ITerrainTextures? TexturesWhat turns a layer's texture reference into something to sample, or null.
Used by (9)
- BuiltPbrShowcase.Frame.Tests
- TerrainCasterRendererVixen.Rendering.Terrain
- TerrainCasterTestsVixen.Rendering.Terrain.Tests
- TerrainExtractionSystemVixen.Rendering.Terrain
- TerrainFactoryVixen.Rendering.Terrain
- TerrainNodeTestsVixen.Rendering.Terrain.Tests
- TerrainSceneRendererVixen.Rendering.Terrain
- TerrainVelocityTestsVixen.Rendering.Terrain.Tests
- WorldRendererVixen.Engine.Renderer