# TYPE

This Enumeration defines the vertex resolution of each of the chunks belonging to the landscape. The higher the precision, the more vertices and triangles a chunk will have in it’s original state (when LOD is not affecting it).

## MEMBERS

NAMEVALUEDESCRIPTION
TV_PRECISION_ULTRA2 128 + 1 vertices per chunk side.
TV_PRECISION_BEST4 64 + 1 vertices per chunk side.
TV_PRECISION_HIGH8 32 + 1 vertices per chunk side.
TV_PRECISION_AVERAGE16 16 + 1 vertices per chunk side.
TV_PRECISION_LOW32 8 + 1 vertices per chunk side.
TV_PRECISION_VERY_LOW64 4 + 1 vertices per chunk side.
TV_PRECISION_ULTRA_LOW128 2 + 1vertices per chunk side.
TV_PRECISION_LOWEST256 1 + 1 vertices per chunk side.

## TIPS

• Each side of the chunk is 256 TV units in size (x and z axis) without scaling.
• The number of vertices per chunk side is calculated as (256 / Precision Level) + 1
• A chunk always has one vertice more in reality because in order to be able to make 2D square shapes out of all the points. So for example a chunk at level TV_PRECISION_BEST has in fact (256/4) + 1 = 64 + 1 = 65 vertices, and 64 “squares” along each side.