private TagBlockIndexBlock[] CreateLayers(int layer, int count) { var layers = new TagBlockIndexBlock[25]; for (int index = 0; index < layers.Length; index++) { layers[index] = new TagBlockIndexBlock( ); } layers[layer].Indices = new TagBlockIndexStructBlock(0, ( byte )count); for (var i = layer + 1; i < 25; i++) { layers[i].Indices = new TagBlockIndexStructBlock(( byte )count, 0); } return(layers); }
private int ShaderPassOf(TagBlockIndexBlock layer) { return(layer.Indices.Index); }
private static bool HasShaderPass(TagBlockIndexBlock block) { return(block.Indices.Length > 0); }