SurfaceImage

Decal that projects an image (CPU-loaded) or a Texture (GPU-resident) onto the terrain over sector. Use the imageSource constructor for the typical bitmap/URL path (the texture is resolved via RenderContext.getTexture and cached in RenderResourceCache); use the texture constructor when the data already lives on the GPU — e.g. the output of a render-to-texture pass — to skip the upload round-trip entirely.

When both imageSource and texture are set, texture takes precedence.

Constructors

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constructor(sector: Sector, imageSource: ImageSource)
constructor(sector: Sector, texture: Texture)

Types

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object Companion

Properties

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open override var displayName: String?
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Image-source path: image is uploaded by RenderResourceCache on first use and cached.

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open override var isEnabled: Boolean
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open override var isPickEnabled: Boolean
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open override var pickDelegate: Any?
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GPU-direct path: texture is sampled in place by the surface drawable, no upload. Caller owns the lifecycle. Setting this overrides any imageSource resolution.

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open override var zOrder: Double

Functions

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open override fun <T> getUserProperty(key: Any): T?
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open override fun hasUserProperty(key: Any): Boolean
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open override fun putUserProperty(key: Any, value: Any): Any?
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open override fun removeUserProperty(key: Any): Any?
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open override fun render(rc: RenderContext)