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@@ -52,7 +52,7 @@ namespace gameplay
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* or 16-bit (RAW16) format. RAW16 files must have little endian (PC) byte ordering. Since
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* or 16-bit (RAW16) format. RAW16 files must have little endian (PC) byte ordering. Since
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* RAW files have no header, you must specify the dimensions of the data in the file.
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* RAW files have no header, you must specify the dimensions of the data in the file.
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* This method automatically determines (based on file size) whether the input file
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* This method automatically determines (based on file size) whether the input file
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- * is RAW8 or RAW16.
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+ * is RAW8 or RAW16. RAW files must have a .raw or .r16 file extension.
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*
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*
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* RAW files are commonly used in software that produces heightmap images. Using RAW16 is
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* RAW files are commonly used in software that produces heightmap images. Using RAW16 is
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* preferred or any 8-bit heightfield source since it allows greater precision, resulting in
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* preferred or any 8-bit heightfield source since it allows greater precision, resulting in
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@@ -62,7 +62,7 @@ namespace gameplay
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* intensity to height values. The minHeight parameter is mapped to zero intensity
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* intensity to height values. The minHeight parameter is mapped to zero intensity
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* pixel, while maxHeight maxHeight is mapped to full intensity pixels.
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* pixel, while maxHeight maxHeight is mapped to full intensity pixels.
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*
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*
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- * @param path Path to the RAW file.
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+ * @param path Path to the RAW file (must end in a .raw or .r16 file extension).
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* @param width Width of the RAW data.
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* @param width Width of the RAW data.
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* @param height Height of the RAW data.
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* @param height Height of the RAW data.
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* @param heightMin Minimum height value for a zero intensity pixel.
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* @param heightMin Minimum height value for a zero intensity pixel.
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