mwg API
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    Function createHeightmapTerrain3D

    • Builds a continuous mesh displaced by a greyscale heightmap - a different technique from createTileGrid3D's discrete, per-cell elevation columns, for a game wanting rolling ground instead of stepped blocks.

      Takes already-decoded pixel bytes rather than a URL Babylon would fetch and decode itself, the same shape parseVox already takes raw bytes rather than a path: decoding an image is mwg/assets'/a game's own job (a loaded texture read back through a canvas, or any other decoder), keeping this module - like every other loader in mwg/3d - ignorant of where its bytes came from and safe to call from file:// without touching the network itself.

      Parameters

      Returns GroundMesh