Beispiel #1
0
            private void RunBoundsPhase(Mesh mesh, out Vector3 minBounds, out Vector3 maxBounds)
            {
                int[] meshBounds = new int[6];
                BoundsBuffer.SetData(meshBounds);
                MeshSampleComputeShader.Dispatch(ComputeBoundsKernel, Mathf.CeilToInt(mesh.triangles.Length / 64f), 1, 1);
                BoundsBuffer.GetData(meshBounds);

                const float packingMultiplier = 1000f;

                minBounds = new Vector3(meshBounds[0] / packingMultiplier, meshBounds[1] / packingMultiplier, meshBounds[2] / packingMultiplier);
                maxBounds = new Vector3(meshBounds[3] / packingMultiplier, meshBounds[4] / packingMultiplier, meshBounds[5] / packingMultiplier);

                minBounds -= m_padding * Vector3.one;
                maxBounds += m_padding * Vector3.one;
            }
Beispiel #2
0
            public void Dispose()
            {
                BoundsBuffer?.Dispose();
                SamplesBuffer?.Dispose();
                PackedUVsBuffer?.Dispose();

                InputVerticesBuffer?.Dispose();
                InputTrianglesBuffer?.Dispose();
                InputNormalsBuffer?.Dispose();
                InputTangentsBuffer?.Dispose();
                InputUVsBuffer?.Dispose();

                OutputVerticesBuffer?.Dispose();
                OutputTrianglesBuffer?.Dispose();
                OutputNormalsBuffer?.Dispose();
                OutputTangentsBuffer?.Dispose();
                OutputUVsBuffer?.Dispose();

                DestroyImmediate(MeshSampleComputeShader);
                DestroyImmediate(TessellationComputeShader);
            }