void RenderLod(global_geometry_level_of_detail lod) { foreach (render_model_region_block region in Regions) { if (region.Permutations.Count < 1) { return; } render_model_region_block.render_model_permutation_block perm; perm = region.Permutations[0]; int section_index = perm.SectionIndexFromLod(lod); Debug.Assert.If(section_index != -1); Sections[section_index].Render(Materials); } }
public int SectionIndexFromLod(global_geometry_level_of_detail lod) { switch (lod) { case global_geometry_level_of_detail.SuperLow: return(L1); case global_geometry_level_of_detail.Low: return(L2); case global_geometry_level_of_detail.Medium: return(L3); case global_geometry_level_of_detail.High: return(L4); case global_geometry_level_of_detail.SuperHigh: return(L5); case global_geometry_level_of_detail.Hollywood: return(L6); } return(-1); }
public int SectionIndexFromLod(global_geometry_level_of_detail lod) { switch (lod) { case global_geometry_level_of_detail.SuperLow: return L1; case global_geometry_level_of_detail.Low: return L2; case global_geometry_level_of_detail.Medium: return L3; case global_geometry_level_of_detail.High: return L4; case global_geometry_level_of_detail.SuperHigh: return L5; case global_geometry_level_of_detail.Hollywood: return L6; } return -1; }
void RenderLod(global_geometry_level_of_detail lod) { foreach(render_model_region_block region in Regions) { if (region.Permutations.Count < 1) return; render_model_region_block.render_model_permutation_block perm; perm = region.Permutations[0]; int section_index = perm.SectionIndexFromLod(lod); Debug.Assert.If(section_index != -1); Sections[section_index].Render(Materials); } }