<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>Worldmaker Implementations :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/cworldumodule/implementations/index.html</link>
    <description>Overview Two concrete implementations of UCAbstractWorldmaker are provided. Both follow the same pipeline but differ in the mesh component type used for rendering.&#xA;UCWorldmaker_ProceduralMesh Uses UProceduralMeshComponent for tile rendering. Vertices, triangles, normals, UVs and vertex colors are computed manually and passed to CreateMeshSection_LinearColor.&#xA;Name Description isFirstStart Returns true if proceduralMeshComponentMap is empty cleanPmc Clears mesh sections, unregisters and destroys the component calculatePoint Computes LOD, vertex count, vertex positions, triangles, normals, UVs and vertex colors for a tile createPMC_sync Creates UProceduralMeshComponent instances, calls CreateMeshSection_LinearColor, applies material and collision debug Swaps material to debug material on all components // UCWorldmaker_ProceduralMesh builds mesh data arrays manually: // - Vertices with Z from innerZCalculate // - Triangles as quad indices // - Normals via cross product (if calculateNormal is true) // - UVs mapped to tile local space // - Vertex colors from innerZCalculate // Set worldMakerClass to UCWorldmaker_ProceduralMesh in FCWorldMakerStruct.</description>
    <generator>Hugo</generator>
    <language>en-us</language>
    <lastBuildDate></lastBuildDate>
    <atom:link href="https://doc.cdryx.net/CdryxAIOUPlugin/cworldumodule/implementations/index.xml" rel="self" type="application/rss+xml" />
  </channel>
</rss>