override public void Redraw(bool shouldForceDirty, bool shouldUpdateDepth) { bool wasMatrixDirty = _isMatrixDirty; bool wasAlphaDirty = _isAlphaDirty; UpdateDepthMatrixAlpha(shouldForceDirty, shouldUpdateDepth); if(shouldUpdateDepth) { UpdateFacets(); } if(wasMatrixDirty || shouldForceDirty || shouldUpdateDepth) { _isMeshDirty = true; } if(wasAlphaDirty || shouldForceDirty) { _isMeshDirty = true; _color.ApplyMultipliedAlpha(ref _alphaColor, _concatenatedAlpha); } if(_areLocalVerticesDirty) { UpdateLocalVertices(); } if(_isMeshDirty) { PopulateRenderLayer(); } }
override public void Redraw(bool shouldForceDirty, bool shouldUpdateDepth) { // if (_isVisible == false && CurveGame.CurveGameCommon.cullFutileInvisible == true) // return; bool wasMatrixDirty = _isMatrixDirty; bool wasAlphaDirty = _isAlphaDirty; UpdateDepthMatrixAlpha(shouldForceDirty, shouldUpdateDepth); if (shouldUpdateDepth) { UpdateFacets(); } if (wasMatrixDirty || shouldForceDirty || shouldUpdateDepth) { _isMeshDirty = true; } if (wasAlphaDirty || shouldForceDirty) { _isMeshDirty = true; _color.ApplyMultipliedAlpha(ref _alphaColor, _concatenatedAlpha); } if (_areLocalVerticesDirty) { UpdateLocalVertices(); } if (_isMeshDirty) { PopulateRenderLayer(); } }