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Ui fixes #643
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Ui fixes #643
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* commit '712cd80dd287588b40b164b20ab4ced121d79ffc': Fix range height extrusion (#613) # Conflicts: # sdkproject/Assets/Mapbox/Unity/DataContainers/MapboxEnums.cs
[Serializable] | ||
public class ElevationModificationOptions | ||
{ | ||
[Tooltip("Number of samples to use for terrain mesh.")] |
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What does it mean to use X number of samples? Can we add more context here?
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I think this might be better described as 'resolution' or 'mesh resolution'. The mesh is generated by sampling the tile elevation image 'x' number of times at even intervals.
So '2' would mean a 2x2 grid of vertices per tile, and '10' would mean a 10x10 grid.
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So " Mesh resolution of terrain, results in n x n grid " . I am so bad at defining this ;)
[Description("Extrude features using the property value.")] | ||
PropertyHeight, | ||
[Description("Extrude features using the property value. Values lower than min value are clamped at min value.")] | ||
[Description("Extrude features using the property value. Extrusion from features minimum height value. Results in flat tops.")] |
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"Extrusion from features minimum height value" -> can we phrase this differently? Is it fair to say "Sets the minimum height of extrusions"? Same comment for max height ("Sets the maximum...")
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Actually this doesn't set extrusions minimum value. Choses the vertex with minimum height and extrudes the height from there for all features.
For example, if you had a building on a hill, the footprint will have different heights at different corners, when choosing MinHeight extrusion, the lowest vertex will be extruded by the "height" value and the rest will be extruded to a value which results in flat tops.
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Ahh got it. Now I better understand your definition. How about:
"Sets height based on property's minimum height, if height isn't uniform"
"Sets height based on feature's minimum height"
"Choses property's minimum height and sets as uniform height"
"Choses property's minimum height and sets that as base for extruding all features"
Pick whatever you think works best!
subLayerMaterialOptions.FindPropertyRelative("materials").ClearArray(); | ||
subLayerMaterialOptions.FindPropertyRelative("materials").arraySize = 2; | ||
subLayerMaterialOptions.FindPropertyRelative("atlasInfo").objectReferenceValue = null; | ||
subLayerMaterialOptions.FindPropertyRelative("colorPallete").objectReferenceValue = null; |
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colorPalette* (not colorPallete)
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Mostly come copyediting tweaks
|
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Changes requested in earlier comment.
@jim-martin @morgane added some comments to your review. Please review them when you get a chance.
IMO they are settings at the same level, they should not be tabbed.
Not very obvious how to save that setting since Unity serializes the selection list. Also, since we are reworking Layer UI, don't want to spend too much time on this right now.
Please review comment above, please feel free to write up a tooltip will be happy to add it.
Done |
* develop: add feature collections and kdtree collection (#565) Playmode tests (#628) Collider Dropdown in Abstract Map for adding colliders on top of extruded geometry (#637) # Conflicts: # sdkproject/Assets/Mapbox/Examples/1_DataExplorer/InteractiveStyledVectorMap.unity # sdkproject/Assets/Mapbox/Unity/Editor/PropertyDrawers/VectorLayerPropertiesDrawer.cs
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Description of changes
Fixes following issues
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<summary>
description as well as description of parameters.Reviewers
Tag your reviewer(s). Choose wisely.