public void Render(string targetImage, string depthTarget) { if (cur_cntr == 0) { indexBuffer.Update(); paramBuffer.Update(); } Engine.RenderGraph.QueueOp(new GpuOp() { ColorAttachments = new string[] { targetImage }, DepthAttachment = depthTarget, PassName = "TerrainFace_pass", Resources = new string[] { Engine.GlobalParameters.Name, paramBuffer.Name, heightDataBufferName, }, Cmd = GpuCmd.DrawIndexed, IndexCount = indexCount, IndexBuffer = indexBuffer.Name, IndexType = IndexType.U32, PushConstantsLen = pushConstantsLen, PushConstants = pushConstants, }); }
private static void Engine_OnUpdate(double time_ms, double delta_ms) { planetBuffers.Update(); planet.Update(); }
private static void Engine_OnUpdate(double time_ms, double delta_ms) { vertexBuffer.Update(); indexBuffer.Update(); rayIntersections.Update(); }