Underlay Definition¶
Ground underlays: the base terrain colour that overlays are drawn on top of, and the weight its hue carries when neighbouring tiles are blended together.
UnderlayDefinition.Create¶
function TUnderlayDefinition.Create(id: Integer; const data: TByteArray): TUnderlayDefinition; static;
Decodes a ground underlay - the base terrain colour an overlay is drawn on top of.
Beyond the HSL of the colour itself this works out a hue multiplier, which is how heavily this
underlay’s hue counts when neighbouring tiles are blended together: a washed out colour has
little hue worth spreading, so it is weighted down, while a saturated mid-tone is weighted up.
Hue is pre-multiplied by it so that blending is a plain weighted sum.
TUnderlayDefinitionArray.IndexOf¶
function TUnderlayDefinitionArray.IndexOf(id: Integer): Integer;
The position of id in the array, or -1 if there is no such underlay.
Underlay definitions are stored one per id with no gaps, so an id is its own index; this exists to keep that assumption in one place.