setDetailMapBlendPars: Difference between revisions

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| Sets the detail texture map blend pars. Allows for smooth transition between detailed and undetailed terrain texture at distance. If noDetail &gt; fullDetail, the texture detail will incur smooth transition in the area between the thresholds. If noDetail &lt;<nowiki>=</nowiki> fullDetail there will be obvious visible edge between texture detail changes at fullDetail distance.
| Sets the detail texture map blend pars. Allows for smooth transition between detailed and undetailed terrain texture at distance. If noDetail &gt; fullDetail, the texture detail will incur smooth transition in the area between the thresholds. If noDetail &lt;<nowiki>=</nowiki> fullDetail there will be obvious visible edge between texture detail changes at fullDetail distance.


| '''setDetailMapBlendPars''' [fullDetail, noDetail]
|s1=  '''setDetailMapBlendPars''' [fullDetail, noDetail]


|p1= [fullDetail, noDetail]: [[Array]]
|p1= [fullDetail, noDetail]: [[Array]]

Revision as of 00:23, 13 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
System

Syntax

Syntax:
setDetailMapBlendPars [fullDetail, noDetail]
Parameters:
[fullDetail, noDetail]: Array
fullDetail: Number - threshold distance in metres up to which the terrain will have full texture detail
noDetail: Number - threshold distance in metres after which the texture detail will be switched off
Return Value:
Nothing

Examples

Example 1:
setDetailMapBlendPars [20, 50];
Example 2:
setDetailMapBlendPars (if (currentWeapon player in [ "Binocular", "Rangefinder", "Laserdesignator" ]) then [ {[300,600]}, {[20,50]} ]);
Example 3:
Reset to default: setDetailMapBlendPars [-1, -1];

Additional Information

See also:
setViewDistanceviewDistancesetTerrainGridgetObjectViewDistancesetObjectViewDistance

Notes

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