Ejemplo n.º 1
0
        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);
            }
        }
Ejemplo n.º 2
0
            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);
            }
Ejemplo n.º 3
0
			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;
			}
Ejemplo n.º 4
0
		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);
			}
		}