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int | minLevel [get, set] |
| This is the minimum subdivision of the PQS used to determine the level to draw scatter (ROCs). More...
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void LandClassROC.AddScatterMeshController |
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PQ |
quad, |
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int |
rocIDCounter |
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) |
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inline |
Creates the ROCs in a specific quad.
- Parameters
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quad | The quad were the ROCs will be |
rocIDCounter | This variable helps to create the ROC ID, we create that ROCID with this line (tempROC.rocID = seed + roc.rocName.GetHashCode() + rocIDCounter) if we don't have this some ROCs will have the same ID |
void LandClassROC.ClearCache |
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inline |
Clears and destroys the Quad Cache assigned items.
void LandClassROC.Setup |
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PQS |
sphere | ) |
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inline |
void LandClassROC.SphereActive |
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inline |
void LandClassROC.SphereInactive |
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inline |
float LandClassROC.cacheMaxSubdivMultiplier |
Multiplier applied to number of ROCs per quad by Max subdivision level of sphere by (this)
bool LandClassROC.castShadows |
The ROC will cast shadows?
int LandClassROC.gameSeed = 0 |
This seed comes from the game
int LandClassROC.maxCache |
This is where it builds a Cache of objects for the ROCs.
int LandClassROC.maxROCsMultiplier |
Multiplier applied to the calculated number of ROCs per quad to set maxROCs.
int LandClassROC.quadSeed = 0 |
This seed comes from combining the gameseed, qaudname and roc type
bool LandClassROC.recieveShadows |
The ROC will recieve shadows?
float LandClassROC.rocFrequency |
How often the roc will appear.
string LandClassROC.rocName |
int LandClassROC.minLevel |
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getset |
This is the minimum subdivision of the PQS used to determine the level to draw scatter (ROCs).
The documentation for this class was generated from the following file: