internal static void Add(ref MyRenderCustomMaterialData materialData) { // Check if not yet assigned MyDebug.AssertRelease(!m_materials.ContainsKey(materialData.Index)); // Create and add into array var voxelMaterial = new MyRenderCustomMaterial(materialData); m_materials[materialData.Index] = voxelMaterial; }
internal static void Add(ref MyRenderCustomMaterialData materialData) { // Check if not yet assigned MyDebug.AssertRelease(!m_materials.ContainsKey(materialData.Index)); // Create and add into array var voxelMaterial = new MyRenderCustomMaterial(materialData); m_materials[materialData.Index] = voxelMaterial; }
public MyRenderCustomMaterial(MyRenderCustomMaterialData data) { m_materialIndex = data.Index; Mass = data.Mass; Strength = data.Strength; // SpecularPower must be > 0, because pow() makes NaN results if called with zero MyDebug.AssertRelease(data.SpecularPower > 0); SpecularIntensity = data.SpecularShininess; SpecularPower = data.SpecularPower; m_diffuse = data.Diffuse; m_normal = data.Normal; }
public MyRenderCustomMaterial(MyRenderCustomMaterialData data) { m_materialIndex = data.Index; Mass = data.Mass; Strength = data.Strength; // SpecularPower must be > 0, because pow() makes NaN results if called with zero MyDebug.AssertRelease(data.SpecularPower > 0); SpecularIntensity = data.SpecularShininess; SpecularPower = data.SpecularPower; m_diffuse = data.Diffuse; m_normal = data.Normal; }