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PathEngine enables attributes to be associated with faces in a ground mesh,
to represent information about the ground at that point such as surface type,
or to divide the ground into numbered sections.
If you are using the Max exporter to generate meshes then refer to
If you are using the content processing functionality then
face attributes are controlled by the iFaceVertexMesh
instances passed in to the content processing.
If you are generating ground mesh XML directly then face attributes can be set by adding the relevant attributes
to tris in the XML.
The surface type attribute can be used to set up regions with cost to traverse.
The section ID attribute can be used to set up terrain layers with callbacks for height detail.
This attribute can also be used to control the conversion of game points to positions on the ground.
Face attributes are implemented in such a way that there is no overhead for face attribute channels that are not used for a mesh.
|Documentation for PathEngine release 6.00 - Copyright © 2002-2016 PathEngine||next: |