private TerrainPatch( TerrainPatch parent, TerrainPatchVertices vertices, Point3 origin, Vector3 uAxis, Vector3 vAxis, float patchError, Point2 uv, float uvRes ) { m_Parent = parent; m_Vertices = vertices; m_LocalOrigin = origin; m_LocalUAxis = uAxis; m_LocalVAxis = vAxis; m_Radius = ( uAxis + vAxis ).Length; m_PatchError = patchError; m_IncreaseDetailDistance = float.MaxValue; m_UvRes = uvRes; m_Uv = uv; }
// TODO: AP: UV patch resolution should be a function of patch size, not ply public TerrainPatch( TerrainPatchVertices vertices, Point3 origin, Vector3 uAxis, Vector3 vAxis, Point2 uv, float uvRes ) : this(null, vertices, origin, uAxis, vAxis, float.MaxValue, uv, uvRes) { }