enum
EAttributeTessellationDensityMode
Enumeration on how Simplygon is to calculate or set the tessellation levels for per-triangle regular tessellated attributes.
Values
Key | Value | Comment |
---|---|---|
RelativeArea | 0 | Base tessellation density on the relative area of the tessellated attribute, as a fraction of the total area of the surface of the scene, which is normalized to 1. Scenes will end up with roughly the same number of values, regardless of the scale of the scene, and regardless of the surface area of the geometries of scene. |
AbsoluteArea | 1 | Base tessellation density on the absolute area of the tessellated attribute. This will tessellate all attribute values the same size, and tessellated scaled up objects more than the same object scaled down. |
RelativeLength | 2 | Base tessellation density on the relative longest edge of the tessellated attribute, as a fraction of the total diagonal of the scene, which is normalized to 1. This will tessellate scenes the same, regardless of the scale, but scenes with more surface area will end up with a greater number of tessellated values than a scene with a smaller surface area. |
AbsoluteLength | 3 | Base tessellation density on the absolute longest edge of the tessellated attribute. This will tessellate all attribute values the same size, and tessellated scaled up objects more than the same object scaled down. More slivery triangles will be relatively more tessellated than equal area isotropic triangles, since their length to area ratio is higher. |
UserDefined | 4 | User defined tessellation density. Tessellation levels are defined in a custom field named PrimitiveTessellationLevel. Note that this mode is only available in manual tessellation, and not as part of an automatic tessellation in processors or pipelines. |
OnScreenSize | 5 | Base tessellation density on screen size in pixels, so that the longest edge of the tessellated attribute will be 2 pixels, making the attribute occupy ~1 pixel on screen depending on primitive shape. This is equivalent to the 'AbsoluteLength' density mode, but defined in onscreen pixels rather than scene units. |
Key | Value | Comment |
---|---|---|
RelativeArea | 0 | Base tessellation density on the relative area of the tessellated attribute, as a fraction of the total area of the surface of the scene, which is normalized to 1. Scenes will end up with roughly the same number of values, regardless of the scale of the scene, and regardless of the surface area of the geometries of scene. |
AbsoluteArea | 1 | Base tessellation density on the absolute area of the tessellated attribute. This will tessellate all attribute values the same size, and tessellated scaled up objects more than the same object scaled down. |
RelativeLength | 2 | Base tessellation density on the relative longest edge of the tessellated attribute, as a fraction of the total diagonal of the scene, which is normalized to 1. This will tessellate scenes the same, regardless of the scale, but scenes with more surface area will end up with a greater number of tessellated values than a scene with a smaller surface area. |
AbsoluteLength | 3 | Base tessellation density on the absolute longest edge of the tessellated attribute. This will tessellate all attribute values the same size, and tessellated scaled up objects more than the same object scaled down. More slivery triangles will be relatively more tessellated than equal area isotropic triangles, since their length to area ratio is higher. |
UserDefined | 4 | User defined tessellation density. Tessellation levels are defined in a custom field named PrimitiveTessellationLevel. Note that this mode is only available in manual tessellation, and not as part of an automatic tessellation in processors or pipelines. |
OnScreenSize | 5 | Base tessellation density on screen size in pixels, so that the longest edge of the tessellated attribute will be 2 pixels, making the attribute occupy ~1 pixel on screen depending on primitive shape. This is equivalent to the 'AbsoluteLength' density mode, but defined in onscreen pixels rather than scene units. |
Key | Value | Comment |
---|---|---|
EAttributeTessellationDensityMode_RelativeArea | 0 | Base tessellation density on the relative area of the tessellated attribute, as a fraction of the total area of the surface of the scene, which is normalized to 1. Scenes will end up with roughly the same number of values, regardless of the scale of the scene, and regardless of the surface area of the geometries of scene. |
EAttributeTessellationDensityMode_AbsoluteArea | 1 | Base tessellation density on the absolute area of the tessellated attribute. This will tessellate all attribute values the same size, and tessellated scaled up objects more than the same object scaled down. |
EAttributeTessellationDensityMode_RelativeLength | 2 | Base tessellation density on the relative longest edge of the tessellated attribute, as a fraction of the total diagonal of the scene, which is normalized to 1. This will tessellate scenes the same, regardless of the scale, but scenes with more surface area will end up with a greater number of tessellated values than a scene with a smaller surface area. |
EAttributeTessellationDensityMode_AbsoluteLength | 3 | Base tessellation density on the absolute longest edge of the tessellated attribute. This will tessellate all attribute values the same size, and tessellated scaled up objects more than the same object scaled down. More slivery triangles will be relatively more tessellated than equal area isotropic triangles, since their length to area ratio is higher. |
EAttributeTessellationDensityMode_UserDefined | 4 | User defined tessellation density. Tessellation levels are defined in a custom field named PrimitiveTessellationLevel. Note that this mode is only available in manual tessellation, and not as part of an automatic tessellation in processors or pipelines. |
EAttributeTessellationDensityMode_OnScreenSize | 5 | Base tessellation density on screen size in pixels, so that the longest edge of the tessellated attribute will be 2 pixels, making the attribute occupy ~1 pixel on screen depending on primitive shape. This is equivalent to the 'AbsoluteLength' density mode, but defined in onscreen pixels rather than scene units. |