public void Clear(float x, float z) { float tx = (x - Position.X) / _width * Constants.terrainPieceTextureWidth * Constants.terrainHeightsPerChunk; float tz = (z - Position.Z) / _height * Constants.terrainPieceTextureWidth * Constants.terrainHeightsPerChunk; _texture.Clear(tx, tz, Constants.terrainPieceTextureWidth, Constants.terrainPieceTextureWidth); }
/// <summary> /// Clears the texture and sets all pixels to the default clear color. /// </summary> public void Clear() { _nativeTexture.Clear(); }