/// <summary> /// Regenerate patch geometry. /// </summary> public void CreatePatchGeometry(TerrainPatch patch) { Runtime.ValidateRefCounted(this); Terrain_CreatePatchGeometry(handle, (object)patch == null ? IntPtr.Zero : patch.Handle); }
/// <summary> /// Update patch based on LOD and neighbor LOD. /// </summary> public void UpdatePatchLod(TerrainPatch patch) { Runtime.ValidateRefCounted(this); Terrain_UpdatePatchLod(handle, (object)patch == null ? IntPtr.Zero : patch.Handle); }
/// <summary> /// Set neighbor patches. /// </summary> public void SetNeighbors(TerrainPatch north, TerrainPatch south, TerrainPatch west, TerrainPatch east) { Runtime.ValidateRefCounted(this); TerrainPatch_SetNeighbors(handle, (object)north == null ? IntPtr.Zero : north.Handle, (object)south == null ? IntPtr.Zero : south.Handle, (object)west == null ? IntPtr.Zero : west.Handle, (object)east == null ? IntPtr.Zero : east.Handle); }