G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FMeshReductionSettings Struct Reference

Settings used to reduce a mesh. More...

Public Member Functions

Functions
bool GetbKeepSymmetry () const
bool GetbRecalculateNormals () const
void SetbRecalculateNormals (bool Value)
bool GetbGenerateUniqueLightmapUVs () const
void SetbGenerateUniqueLightmapUVs (bool Value)
FMeshReductionSettings & opAssign (FMeshReductionSettings Other)
void SetbKeepSymmetry (bool Value)
bool GetbVisibilityAided () const
void SetbVisibilityAided (bool Value)
bool GetbCullOccluded () const
void SetbCullOccluded (bool Value)

Public Attributes

ReductionMethod
uint MaxNumOfTriangles
 The maximum number of triangles to retain when using percentage termination criterion. (Triangles criterion properties).
uint MaxNumOfVerts
 The maximum number of vertices to retain when using percentage termination criterion. (Vertices criterion properties).
ReductionSettings
float32 PercentVertices
 Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices. (Vertices criterion properties).
EMeshFeatureImportance TextureImportance
 Higher values reduce texture stretching.
float32 MaxDeviation
 The maximum distance in object space by which the reduced mesh may deviate from the original mesh.
float32 PixelError
 The amount of error in pixels allowed for this LOD.
float32 WeldingThreshold
 Threshold in object space at which vertices are welded together.
float32 HardAngleThreshold
 Angle at which a hard edge is introduced between faces.
int BaseLODModel
EMeshFeatureImportance SilhouetteImportance
 Higher values minimize change to border edges.
float32 PercentTriangles
 Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles. (Triangles criterion properties).
EMeshFeatureImportance ShadingImportance
 Higher values try to preserve normals better.
EStaticMeshReductionTerimationCriterion TerminationCriterion
 The method to use when optimizing static mesh LODs.
EMeshFeatureImportance VisibilityAggressiveness
 Higher values generates fewer samples.
EMeshFeatureImportance VertexColorImportance
 Higher values minimize change to vertex color data.
Variables
bool bGenerateUniqueLightmapUVs
bool bKeepSymmetry
bool bVisibilityAided
bool bCullOccluded
bool bRecalculateNormals

Detailed Description

Settings used to reduce a mesh.

Member Function Documentation

◆ GetbCullOccluded()

bool GetbCullOccluded ( ) const

◆ GetbGenerateUniqueLightmapUVs()

bool GetbGenerateUniqueLightmapUVs ( ) const

◆ GetbKeepSymmetry()

bool GetbKeepSymmetry ( ) const

◆ GetbRecalculateNormals()

bool GetbRecalculateNormals ( ) const

◆ GetbVisibilityAided()

bool GetbVisibilityAided ( ) const

◆ opAssign()

◆ SetbCullOccluded()

void SetbCullOccluded ( bool Value)

◆ SetbGenerateUniqueLightmapUVs()

void SetbGenerateUniqueLightmapUVs ( bool Value)

◆ SetbKeepSymmetry()

void SetbKeepSymmetry ( bool Value)

◆ SetbRecalculateNormals()

void SetbRecalculateNormals ( bool Value)

◆ SetbVisibilityAided()

void SetbVisibilityAided ( bool Value)

Member Data Documentation

◆ BaseLODModel

int BaseLODModel

◆ bCullOccluded

bool bCullOccluded

◆ bGenerateUniqueLightmapUVs

bool bGenerateUniqueLightmapUVs

◆ bKeepSymmetry

bool bKeepSymmetry

◆ bRecalculateNormals

bool bRecalculateNormals

◆ bVisibilityAided

bool bVisibilityAided

◆ HardAngleThreshold

float32 HardAngleThreshold

Angle at which a hard edge is introduced between faces.

◆ MaxDeviation

float32 MaxDeviation

The maximum distance in object space by which the reduced mesh may deviate from the original mesh.

◆ MaxNumOfTriangles

uint MaxNumOfTriangles

The maximum number of triangles to retain when using percentage termination criterion. (Triangles criterion properties).

◆ MaxNumOfVerts

uint MaxNumOfVerts

The maximum number of vertices to retain when using percentage termination criterion. (Vertices criterion properties).

◆ PercentTriangles

float32 PercentTriangles

Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles. (Triangles criterion properties).

◆ PercentVertices

float32 PercentVertices

Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices. (Vertices criterion properties).

◆ PixelError

float32 PixelError

The amount of error in pixels allowed for this LOD.

◆ ShadingImportance

EMeshFeatureImportance ShadingImportance

Higher values try to preserve normals better.

◆ SilhouetteImportance

EMeshFeatureImportance SilhouetteImportance

Higher values minimize change to border edges.

◆ TerminationCriterion

The method to use when optimizing static mesh LODs.

◆ TextureImportance

EMeshFeatureImportance TextureImportance

Higher values reduce texture stretching.

◆ VertexColorImportance

EMeshFeatureImportance VertexColorImportance

Higher values minimize change to vertex color data.

◆ VisibilityAggressiveness

EMeshFeatureImportance VisibilityAggressiveness

Higher values generates fewer samples.

◆ WeldingThreshold

float32 WeldingThreshold

Threshold in object space at which vertices are welded together.