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