public bool UpdateRenderGeometry() { // Build chunk mesh if necessary if (stateManager.IsStateCompleted(ChunkState.BuildVertices | ChunkState.BuildVerticesNow)) { stateManager.SetMeshBuilt(); GeometryHandler.Commit(); return(true); } return(false); }
public bool UpdateRenderGeometry() { // Build render geometry only if there is enough time if (!Globals.GeometryBudget.HasTimeBudget) { return(false); } // Build chunk mesh if necessary if (stateManager.IsStateCompleted(ChunkStates.CurrStateBuildVertices)) { Profiler.BeginSample("UpdateRenderGeometry"); Globals.GeometryBudget.StartMeasurement(); stateManager.SetMeshBuilt(); GeometryHandler.Commit(); Globals.GeometryBudget.StopMeasurement(); Profiler.EndSample(); return(true); } return(false); }