MapLink Pro 11.1.1.0.
Envitia MapLink Pro: The Ultimate Mapping Application Toolkit
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TSL3DLODConfiguration Class Reference

Detailed Description

This class holds configuration information for the Level Of Detail tiles.

The Tiles are stored in a Quad Tree. The first level contains the initial split of the Earth latitude longitude range. The second level contains each top level split into 4. We ensure that a minimum of 2 levels exist so that when the Earth is viewed at a distance we only display the half on view.

The maximum number of levels limits how many nodes we store. This is a trade-off between memory and resolution.

The Quad Tree will not be fully populated, so the worst case should not occur.

The tileSplit controls when we move to the next level in the Quad Tree. This should be manipulated in very small amounts as this could cause large number of nodes at the highest level of detail to be displayed with the corresponding effect on performance or running out of memory.

The default figures defined are a combination of trade-offs between map-resolution, memory use and performance.

Deprecated
Deprecated as of MapLink 11.1. Advised to use MapLink Earth SDK instead.

Classes

struct  TSLTextureSizes
 

Public Member Functions

 TSL3DLODConfiguration ()
 

Public Attributes

short m_highDetailLevel
 
short m_mediumDetailLevel
 
TSLTextureSizes m_highDetailTextureSizes
 
TSLTextureSizes m_mediumDetailTextureSizes
 
TSLTextureSizes m_lowDetailTextureSizes
 
short m_maximumLevel
 
short m_minimumLevel
 
double m_tileSplit
 
short m_maximumPolygonLevel
 
short m_minimumPolygonLevel
 
short m_maximumLineLevel
 
short m_minimumLineLevel
 

Class Documentation

◆ TSL3DLODConfiguration::TSLTextureSizes

struct TSL3DLODConfiguration::TSLTextureSizes

Contains the texture sizes to use.

The sizes should be as small as required and be powers of 2.

Do not exceed the size available for the graphics card being used.

Most modern graphics cards support 1024 and 2048 sizes.

Class Members
short m_highTextureSize
short m_intermediateTextureSize
short m_lowTextureSize
short m_mediumTextureSize

Constructor & Destructor Documentation

◆ TSL3DLODConfiguration()

TSL3DLODConfiguration::TSL3DLODConfiguration ( )
inline

Member Data Documentation

◆ m_highDetailLevel

short TSL3DLODConfiguration::m_highDetailLevel

Level at which high detail (larger) textures are used for map detail.

The value should be >= m_minimumLevel && <= m_maximumLevel.

The value should be higher than mediumDetailLevel

◆ m_highDetailTextureSizes

TSLTextureSizes TSL3DLODConfiguration::m_highDetailTextureSizes

Texture size for high detail levels.

The priorities are related to the queue priority for draw the tile. A lower priority will be replaced by a high priority tile over time.

Texture sizes must be powers of two and not exceed the maximum texture size supported by the graphics card.

◆ m_lowDetailTextureSizes

TSLTextureSizes TSL3DLODConfiguration::m_lowDetailTextureSizes

Texture size for low detail levels.

The priorities are related to the queue priority for draw the tile. A lower priority will be replaced by a high priority tile over time.

Texture sizes must be powers of two and not exceed the maximum texture size supported by the graphics card.

◆ m_maximumLevel

short TSL3DLODConfiguration::m_maximumLevel

The maximum number of levels in the LOD Quad tree.

The more levels the more memory required and the more processing required.

You would only normally require more levels if you require very high detail map data.

◆ m_maximumLineLevel

short TSL3DLODConfiguration::m_maximumLineLevel

The maximum polyline level of detail.

The polyline LOD is calculated based on the lowest point on a Polygon.

The polyline LOD is used to work out the number of grid subdivisions to use when draping the polyline over the Earth's surface.

The sensible maximum value is currently 8.

◆ m_maximumPolygonLevel

short TSL3DLODConfiguration::m_maximumPolygonLevel

The maximum polygon level of detail.

The polygon LOD is calculated based on the lowest point on a Polygon.

The polygon LOD is used to work out the number of grid subdivisions to use when draping the polygon over the Earth's surface.

The sensible maximum value is currently 8.

◆ m_mediumDetailLevel

short TSL3DLODConfiguration::m_mediumDetailLevel

Level at which medium detail (larger) textures are used for map detail.

The value should be >= m_minimumLevel && <= m_maximumLevel.

The value should be less than highDetailLevel

◆ m_mediumDetailTextureSizes

TSLTextureSizes TSL3DLODConfiguration::m_mediumDetailTextureSizes

Texture size for medium detail levels.

The priorities are related to the queue priority for draw the tile. A lower priority will be replaced by a high priority tile over time.

Texture sizes must be powers of two and not exceed the maximum texture size supported by the graphics card.

◆ m_minimumLevel

short TSL3DLODConfiguration::m_minimumLevel

The minimum LOD level to always create.

The higher the number the more memory required as each node in the Quad Tree will need to be created.

◆ m_minimumLineLevel

short TSL3DLODConfiguration::m_minimumLineLevel

The minimum polyline level of detail.

The polyline LOD is calculated based on the lowest point on a Polygon.

The polyline LOD is used to work out the number of grid subdivisions to use when draping the polyline over the Earth's surface.

The sensible minimum value is currently 2. Any value less then this and the polyline will not follow the Earth's surface.

◆ m_minimumPolygonLevel

short TSL3DLODConfiguration::m_minimumPolygonLevel

The minimum polygon level of detail.

The polygon LOD is calculated based on the lowest point on a Polygon.

The polygon LOD is used to work out the number of grid subdivisions to use when draping the polygon over the Earth's surface.

The sensible minimum value is currently 2. Any value less then this and the polygon will not follow the Earth's surface.

◆ m_tileSplit

double TSL3DLODConfiguration::m_tileSplit

This factor has a range [0..1].

It is used as part of the decision for splitting the tiles to go to the next LOD level in the Quad tree.

The larger the value the earlier the split occurs as distance from the tile decreases.

The smaller the value the later the split occurs as distance from the tile decreases.

Only increment or decrement the setting by very small values, avoiding the upper part of the range due to the significant increase in memory that can occur.