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adds a built in detail map generator
splitTerrainMaps("data/some/file"); or makeTerrainMapsFrom("module:anAsset"); to take a detailed albedo map and split it into a _bas(is) file thats an averaghe of the inut and a _det(ail) file to raise and lower different channels from that average.
special note: while used primarily for terrain authoring, these files could also be plugged into a normal material
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@ -193,6 +193,7 @@ public:
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/// Used to remove a cubemap from the cache.
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void releaseCubemap( GFXCubemap *cubemap );
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void splitTerrainMaps(const Torque::Path& path);
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public:
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/// The amount of texture mipmaps to skip when loading a
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/// texture that allows downscaling.
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