public record class TerrainVegetationQualityThe vegetation numbers one quality tier resolves to, in the terrain stack's own vocabulary.
Remarks
The consumption end of doc 39's VegetationQuality group, without the reference that would be a cycle. The waterfall lives in Vixen.Rendering.PostFx, which depends on this project's neighbours and must not be depended on back — so what crosses the boundary is plain numbers, filled by whoever holds a resolved tier: Vegetation is the slot, and the defaults here are the engine table's High tier, so a host that fills nothing gets the frame the default tier describes.
Every field here is read by TerrainSceneRenderer, and every one a !Terrain node can state is folded over this per parameter — see Create. GrassBladesPerCell is the single entry with no counterpart in the waterfall's VegetationQuality: it is a dispatch shape rather than a budget, so a document or the factory sets it and no tier does.
Fields and properties (9)
public float GrassDensityScaleWhat fraction of each grass field to keep, 0…1.
public float GrassCullDistanceScaleA multiplier over every grass type's authored cull distances.
public int GrassResidentCellsHow many grass cells stay resident per field — the ring's size, which is the memory.
public int GrassBladesPerCellHow many blades one cell's run holds.
public float FoliageDensityScaleWhat fraction of the foliage to draw, 0…1.
public float FoliageCullDistanceScaleA multiplier over foliage cull distances.
public int FoliageCellBudgetHow many foliage cells stay resident — the streamer's pool, which is the upload.
public float TerrainNearRangeHow far level 0 reaches for a terrain that does not say, in metres.
public int TerrainStreamingMegabytesMegabytes of staged tile chains one terrain's streamer may hold.
Used by (6)
- AppGraphicsVixen.App.Hosting
- TerrainFactoryVixen.Rendering.Terrain
- TerrainNodeTestsVixen.Rendering.Terrain.Tests
- TerrainSceneRendererVixen.Rendering.Terrain
- GroundGameVixen.App.Tests
- HostedRendererTestsVixen.App.Tests