Scene.SetViewFrustum(60, 5000);
Scene.SetTextureFilter(CONST_TV_TEXTUREFILTER.TV_FILTER_TRILINEAR);
Texture.LoadTexture("texture map from L3DT", "land", 2048, 2048);
Land.GenerateTerrain("height map from L3DT", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_BEST, 8, 8, 0, 0, 0);
Land.SetCullMode(CONST_TV_CULLING.TV_FRONT_CULL);
Land.ExpandTexture(Globals.GetTex("land"), 0, 0, 8, 8);
Scene.SetCamera(0, 1000, 0, 1024, 0, 1024)
’’The Code for the c#-guys (For 6.5 Beta) looks like this:
TVTextureFactory Texture = new TVTextureFactory();
Texture.LoadTexture("C:\\text.bmp", "land", 2048, 2048);
TVLandscape Land;
Land = Scene1.CreateLandscape("land");
Land.GenerateTerrain("C:\\height.bmp",CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH,8,8,0,0,0);
Land.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
Land.ExpandTexture(Global1.GetTex("land"), 0, 0, 8, 8);
Scene1.SetCamera(0, 1000, 0, 1024, 0, 1024);