The ground below a direction as it is drawn, with what it is made of
written into out.
The sea clamp applies to the height and not to the cover: an ocean is a
surface the renderer draws over the elevation it is handed, and the
seabed's own composition is what shows through a shallow one. See
groundElevation for why the clamp has exactly one owner, and
drawnGroundElevation for the one reader that asks for the seabed with
seabed set.
The micro tail goes in before the clamp rather than after it, and that is
what keeps a shoreline continuous. Added afterward it would rough up the
open sea by the whole bound — the one surface in this model that is flat by
definition — and a gate on "is this dry" would put a step at the waterline of
the same height. Under the clamp, submarine grit is flattened by the
same max that flattens the seabed, and ground that the tail lifts out of
shallow water is an island, which is what an eight-meter crater rim standing
in four meters of water is.
- surfaceSurfaceParameters
- Undocumented
- directionVec3
- Undocumented
- outUint8Array<ArrayBufferLike> | null
- Undocumented
- atnumber
- Undocumented
- seabedboolean
- Undocumented
- waterFloat32Array<ArrayBufferLike> | null
- Undocumented
- waterAtnumber
- Undocumented