protected void CreateBufferFromFile(Device device, string fileName)
        {
            DebugVertexType[] vertices;
            UInt16[]          indices;

            ModelLoader modelLoader = new ModelLoader(device);

            modelLoader.LoadPrimitveFromFile(fileName, out vertices, out indices);
            m_vertexCount = vertices.Length;
            m_indexCount  = indices.Length;

            BufferDescription vertexBufferDescription = new BufferDescription(Utilities.SizeOf <DebugVertexType>() * m_vertexCount, BindFlags.VertexBuffer, ResourceUsage.Default);

            m_vertexBuffer = Buffer.Create(device, vertices, vertexBufferDescription);
            m_indexBuffer  = Buffer.Create(device, BindFlags.IndexBuffer, indices);

            BufferDescription instanceBufferDesc = new BufferDescription()
            {
                BindFlags      = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = Utilities.SizeOf <PrimitivePerInstanceData>() * MAX_NUM_INSTANCES,
                Usage          = ResourceUsage.Dynamic
            };

            m_instanceBuffer = new Buffer(device, instanceBufferDesc);

            modelLoader.Dispose();
        }
Example #2
0
    public void CleanByScene()
    {
        //Debug.Log("Assembler.Clean ");

        mCorout_isRunning = false;

        this.StopCoroutine("LoadCoroutine");

        //StopAllCoroutines();

        foreach (var gameObj in m_Objects.Values)
        {
            GameObject go = (GameObject)gameObj;
            if (go != null)
            {
                go.SetActive(true);
                UnityEngine.Object.DestroyImmediate(go);
                go = null;
            }
        }
        m_Objects.Clear();

        foreach (CharacterLoader item in s_CharacterLoaders.Values)
        {
            CharacterLoader loader = (CharacterLoader)item;
            loader.Dispose();
            loader = null;
        }
        s_CharacterLoaders.Clear();

        foreach (ModelLoader item in s_ModelLoaders.Values)
        {
            ModelLoader loader = (ModelLoader)item;
            loader.Dispose();
            loader = null;
        }
        s_ModelLoaders.Clear();

        foreach (CharacterElementLoader item in s_CharacterElementLoaders.Values)
        {
            CharacterElementLoader loader = (CharacterElementLoader)item;
            loader.Dispose();
            loader = null;
        }
        s_CharacterElementLoaders.Clear();

        foreach (AnimationLoader item in s_AnimationAssemblers.Values)
        {
            AnimationLoader loader = (AnimationLoader)item;
            loader.Dispose();
            loader = null;
        }
        s_AnimationAssemblers.Clear();

        foreach (var item in m_Assemblers.Values)
        {
            AssemblerInfo loader = (AssemblerInfo)item;
            loader = null;
        }
        m_Assemblers.Clear();

        mUniqueID = 1;

        OnFinishLoading = null;
    }