public void RepareTerrains()
        {
            List <TerrainObject> List_terrainsObj = new List <TerrainObject>();

            foreach (var item in terrains)
            {
                if (item != null)
                {
                    List_terrainsObj.Add(item);
                }
            }

            if (UseTerrainHeightSmoother)
            {
                GISTerrainLoaderTerrainSmoother.SmoothTerrainHeights(List_terrainsObj, 1 - TerrainHeightSmoothFactor);
            }

            if (UseTerrainSurfaceSmoother)
            {
                GISTerrainLoaderTerrainSmoother.SmoothTerrainSurface(List_terrainsObj, TerrainSurfaceSmoothFactor);
            }

            GISTerrainLoaderBlendTerrainEdge.StitchTerrain(List_terrainsObj, 50f, 20);

            GISTerrainLoaderBlendTerrainEdge.StitchTerrain(List_terrainsObj, 20f, 20);

            CurrentTerrainIndex = 0;

            phase = GeneratingTerrainPhase.generateTextures;
        }
예제 #2
0
        public void RepareTerrains()
        {
            GISTerrainLoaderBlendTerrainEdge.StitchTerrain(ListTerrainObjects, 50f, 20);

            GISTerrainLoaderBlendTerrainEdge.StitchTerrain(ListTerrainObjects, 20f, 20);

            phase = GeneratingTerrainPhase.generateTextures;
        }