Specifies whether or not output buffers can have multiple outer rings (defaut is false).
[Visual Basic .NET] Public Property ExplodeBuffers As Boolean
[C#] public bool ExplodeBuffers {get; set;}
[C++]
HRESULT get_ExplodeBuffers(
VARIANT_BOOL* pExplodeBuffers
);
[C++]
HRESULT put_ExplodeBuffers(
VARIANT_BOOL pExplodeBuffers
);
[C++]Parameters
pExplodeBuffers [out, retval] pExplodeBuffers is a parameter of type VARIANT_BOOL pExplodeBuffers pExplodeBuffers is a parameter of type VARIANT_BOOL
Product Availability
Remarks
You can produce separate buffer polygons for each connected buffer region. Such a polygon could contain nested rings (lakes) but not doubly nested rings (islands). The graphic below shows how the UnionOverlappingBuffers property works together with this property.
How the union and explode options determine the output geometries. There are two input geometries, each with two parts.
a. union overlaps = false, explode = false. There is one output geometry for each input geometry. Overlaps are preserved.
b. union overlaps = true, explode = false. One output geometry is produced for all input geometries and overlaps are dissolved.
c. union overlaps = true, explode = true. Overlaps are dissolved and one output geometry per separate area.
d. union overlaps = false, explode= true. One output geometry is produced for each input part. Overlaps are preserved.