CreateTerrain ( grid_size[,parent] )
Parameters:
| grid_size - no of grid squares along each side of terrain, and must be a
power of 2 parent (optional) - parent entity of terrain |
Description:
| Creates a terrain entity and returns its handle. The terrain extends from 0,0,0 to grid_size,1,grid_size. A terrain is a special type of polygon object that uses real-time level of detail (LOD) to display landscapes which should theoretically consist of over a million polygons with only a few thousand. The way it does this is by constantly rearranging a certain amount of polygons to display high levels of detail close to the viewer and low levels further away. This constant rearrangement of polygons is noticeable however, and is an well-known side-effect of all LOD landscapes. This 'pop-in' effect can be reduced though in lots of ways, as the other terrain help files will go on to explain. The optional parent parameter allow you to specify a parent entity for the terrain so that when the parent is moved the child terrain will move with it. However, this relationship is one way; applying movement commands to the child will not affect the parent. Specifying a parent entity will still result in the terrain being created at position 0,0,0 rather than at the parent entity's position. See also: LoadTerrain. |
| ; CreateTerrain Example ; --------------------- Graphics3D 640,480 SetBuffer BackBuffer() camera=CreateCamera() PositionEntity camera,0,1,0 light=CreateLight() RotateEntity light,90,0,0 ; Create terrain terrain=CreateTerrain(128) ; Texture terrain grass_tex=LoadTexture( "media/mossyground.bmp" ) EntityTexture terrain,grass_tex While Not KeyDown( 1 ) If KeyDown( 205 )=True Then TurnEntity camera,0,-1,0 If KeyDown( 203 )=True Then TurnEntity camera,0,1,0 If KeyDown( 208 )=True Then MoveEntity camera,0,0,-0.05 If KeyDown( 200 )=True Then MoveEntity camera,0,0,0.05 RenderWorld Text 0,0,"Use cursor keys to move about the terrain" Flip Wend End |