public RenderChunkMeshJob(ComputeMeshData data, NativeArray <float2> uvLookup, NativeArray <BlockDefData> blockDataLookup, NativeArray <int3> neighbours, NativeArray <int2x4> lightNeighbours, NativeArray <int> indexToVertex, NativeArray <int3> verticesLookup, NativeArray <int> trianglesLookup) { _currentVertexIndex = 0; MapData = data.MapWithNeighbours; LightLevels = data.LightMapWithNeighbours; UvLookup = uvLookup; BlockDataLookup = blockDataLookup; Neighbours = neighbours; LightNeighbours = lightNeighbours; IndexToVertex = indexToVertex; VerticesLookup = verticesLookup; TrianglesLookup = trianglesLookup; Vertices = data.Vertices; Normals = data.Normals; Triangles = data.Triangles; Uvs = data.Uvs; Colors = data.Colors; }
public DiffuseLightsJob(ComputeMeshData data, NativeArray <BlockDefData> blockDataLookup, NativeArray <int3> neighbours) { _currentVertexIndex = 0; BlockDataLookup = blockDataLookup; MapData = data.MapWithNeighbours; Neighbours = neighbours; LightLevels = data.LightMapWithNeighbours; LitVoxels = data.LitVoxels; }