csharp
public readonly record struct TerrainHeightmapFormatHow a raw heightmap's bytes are laid out.
Remarks
A raw file says nothing about itself, which is why every tool that reads one asks for these three. Unreal's raw import has the same form and the same reason. Getting the endianness wrong produces a terrain that looks like static rather than like terrain, which at least fails loudly; getting the width wrong shears it diagonally, which does not.
Fields and properties (4)
public int WidthHow many samples across.
public int HeightHow many samples down.
public bool BigEndianWhether each sample's two bytes are most-significant first.
public long ByteCountHow many bytes a file of this shape is.
Methods (2)
public TerrainHeightmapFormat(int Width, int Height, bool BigEndian = false)How a raw heightmap's bytes are laid out.
public static TerrainHeightmapFormat Of(TerrainDescription description)The format a terrain of this shape exports as.
Used by (4)
- TerrainHeightmapVixen.Terrain
- TerrainHeightmapTestsVixen.Terrain.Tests
- TypeRegistrationVixen.Terrain
- HeightmapImporterVixen.Editor.Assets