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); }
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); }
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); }
public static bool isScenicPlus(this EARTH_STYLE earthStyle) { return(earthStyle == EARTH_STYLE.NaturalScenicPlus || earthStyle == EARTH_STYLE.NaturalScenicPlusAlternate1 || earthStyle == EARTH_STYLE.NaturalScenicPlus16K); }
public static bool isSurfaceShader(this EARTH_STYLE style) { return(style == EARTH_STYLE.StandardShader2K || style == EARTH_STYLE.StandardShader8K); }