public static bool isScenic(this EARTH_STYLE style)
 {
     return(style == EARTH_STYLE.NaturalHighResScenic || style == EARTH_STYLE.NaturalHighResScenicScatter || style == EARTH_STYLE.Scenic ||
            style == EARTH_STYLE.NaturalHighResScenicScatterCityLights || style == EARTH_STYLE.NaturalHighResScenicCityLights || style == EARTH_STYLE.ScenicCityLights ||
            style == EARTH_STYLE.NaturalHighRes16KScenic || style == EARTH_STYLE.NaturalHighRes16KScenicCityLights || style == EARTH_STYLE.NaturalHighRes16KScenicScatter ||
            style == EARTH_STYLE.NaturalHighRes16KScenicScatterCityLights);
 }
Esempio n. 2
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 public static int numTextures(this EARTH_STYLE earthStyle)
 {
     if (earthStyle == EARTH_STYLE.NaturalHighRes16K || earthStyle == EARTH_STYLE.NaturalScenicPlus16K)
     {
         return(4);
     }
     return(1);
 }
 public static bool isTiled(this EARTH_STYLE style)
 {
     return(style == EARTH_STYLE.Tiled);
 }
Esempio n. 4
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 public static bool supportsBumpMap(this EARTH_STYLE earthStyle)
 {
     return(earthStyle == EARTH_STYLE.Natural || earthStyle == EARTH_STYLE.NaturalHighRes || earthStyle == EARTH_STYLE.Alternate1 || earthStyle == EARTH_STYLE.Alternate2 || earthStyle == EARTH_STYLE.Alternate3 || earthStyle == EARTH_STYLE.NaturalScenic);
 }
Esempio n. 5
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 public static bool isScenicPlus(this EARTH_STYLE earthStyle)
 {
     return(earthStyle == EARTH_STYLE.NaturalScenicPlus || earthStyle == EARTH_STYLE.NaturalScenicPlusAlternate1 || earthStyle == EARTH_STYLE.NaturalScenicPlus16K);
 }
Esempio n. 6
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 public static bool isSurfaceShader(this EARTH_STYLE style)
 {
     return(style == EARTH_STYLE.StandardShader2K || style == EARTH_STYLE.StandardShader8K);
 }