The ground below a direction as it is drawn: the canonical landform plus the presentational tail, clamped up to any ocean.
The counterpart of groundElevation, and the pair is the canonical/
presentational split made mechanical. groundElevation is what a ship stands
on; this is what the mesh, the material and the camera that composes a picture
of it are made from, and the two differ by at most drawnDivergence.
Every producer of drawn geometry goes through this or through groundCoverAt
under it, and every producer of canonical geometry goes through
groundElevation. Anything reading the wrong one is a category error rather
than a rounding difference: a contact test that read this would put physics
behind a term the renderer is free to change, and a mesh that read the other
would draw a plane at two meters.
- surfaceSurfaceParameters
- Undocumented
- directionVec3
- Undocumented