Class TCastleTerrainLayer
Unit
CastleTerrain
Declaration
type TCastleTerrainLayer = class(TCastleComponent)
Description
Layer of a terrain properties. See TCastleTerrain for docs how terrain uses layers for display.
Hierarchy
Overview
Fields
Methods
Properties
Description
Fields
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nested const DefaultUvScale = 1.0; |
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nested const DefaultMetallic = 1.0; |
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nested const DefaultRoughness = 1.0; |
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Methods
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constructor Create(AOwner: TComponent); override; |
Public constructor for this class raises exception. Never create instances of this class directly. The instances of this class should only be created by implementation of TCastleTerrain, access them as TCastleTerrain subcomponents like TCastleTerrain.Layer1.
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destructor Destroy; override; |
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Properties
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property UvScale: Single read GetUvScale write SetUvScale default DefaultUvScale; |
Scale the Texture. Setting UV scale to be equal to 1/TCastleTerrain.Size reliably makes the texture image size match the whole terrain.
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property Texture: String read GetTexture write SetTexture; |
Texture URL. Texture is multiplied by Color. Default (none) behaves as if it was a white texture for calculation.
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property Metallic: Single read GetMetallic write SetMetallic default DefaultMetallic; |
The metalness of the material; values range from 0.0 (non-metal) to 1.0 (metal).
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property Roughness: Single read GetRoughness write SetRoughness default DefaultRoughness; |
The roughness of the material; values range from 0.0 (smooth) to 1.0 (rough).
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property ColorPersistent: TCastleColorRGBPersistent read FColorPersistent ; |
Color that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Color directly.
See also
- Color
- Color, multiplied by Texture.
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