Vixen
02b45cc4
csharp
public readonly record struct TerrainHeightmapFormat

How a raw heightmap's bytes are laid out.

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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 Width

    How many samples across.

  • public int Height

    How many samples down.

  • public bool BigEndian

    Whether each sample's two bytes are most-significant first.

  • public long ByteCount

    How 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