public static float ReadClasses(vertexC[] vc) { float calc = 0; for (int i = 0; i < vc.Length; i++) { var cal = (vc[i].position.x + vc[i].position.x + vc[i].position.x) / 3; calc = (cal + calc) / 2; } return calc; }
private static void InitClassesParallel() { Parallel.For(0, Vertexcount, i => { _verticesCp[i] = new vertexC(); _verticesCp[i].normal = new vector3C(); _verticesCp[i].normal.x = (float)Rnd.NextDouble(); _verticesCp[i].normal.y = (float)Rnd.NextDouble(); _verticesCp[i].normal.z = (float)Rnd.NextDouble(); _verticesCp[i].position = new vector3C(); _verticesCp[i].position.x = (float)Rnd.NextDouble(); _verticesCp[i].position.y = (float)Rnd.NextDouble(); _verticesCp[i].position.z = (float)Rnd.NextDouble(); _verticesCp[i].texcoord = new uv2C(); _verticesCp[i].texcoord.u = (float)Rnd.NextDouble(); _verticesCp[i].texcoord.v = (float)Rnd.NextDouble(); }); }
private static void InitClasses() { for (var i = 0; i < Vertexcount; i++) { _verticesC[i] = new vertexC(); _verticesC[i].normal = new vector3C(); _verticesC[i].normal.x = (float)Rnd.NextDouble(); _verticesC[i].normal.y = (float)Rnd.NextDouble(); _verticesC[i].normal.z = (float)Rnd.NextDouble(); _verticesC[i].position = new vector3C(); _verticesC[i].position.x = (float)Rnd.NextDouble(); _verticesC[i].position.y = (float)Rnd.NextDouble(); _verticesC[i].position.z = (float)Rnd.NextDouble(); _verticesC[i].texcoord = new uv2C(); _verticesC[i].texcoord.u = (float)Rnd.NextDouble(); _verticesC[i].texcoord.v = (float)Rnd.NextDouble(); } }
private static void InitClassesParallel() { Parallel.For(0, Vertexcount, i => { _verticesCp[i] = new vertexC(); _verticesCp[i].normal = new vector3C(); _verticesCp[i].normal.x = (float) Rnd.NextDouble(); _verticesCp[i].normal.y = (float) Rnd.NextDouble(); _verticesCp[i].normal.z = (float) Rnd.NextDouble(); _verticesCp[i].position = new vector3C(); _verticesCp[i].position.x = (float) Rnd.NextDouble(); _verticesCp[i].position.y = (float) Rnd.NextDouble(); _verticesCp[i].position.z = (float) Rnd.NextDouble(); _verticesCp[i].texcoord = new uv2C(); _verticesCp[i].texcoord.u = (float) Rnd.NextDouble(); _verticesCp[i].texcoord.v = (float) Rnd.NextDouble(); }); }