Exemple #1
0
        public void Add(IRasterizationEntity entity)
        {
            // Buffers are added too often and clearing them would result in significant
            // impact on performance due to GC. Therefore, instead of adding and clearing,
            // we add and rewrite.
            // Given that it will be at most few tousands objects added (in extreme case)
            // this won't pose a problem (e.g. 10k*4B ~ 40 kiB of memory).

            if (m_currEntiesCnt>= m_entities.Count)
                m_entities.Add(entity);
            else
                m_entities[m_currEntiesCnt] = entity;

            ++m_currEntiesCnt;
        }
Exemple #2
0
        public void Add(IRasterizationEntity entity)
        {
            // Buffers are added too often and clearing them would result in significant
            // impact on performance due to GC. Therefore, instead of adding and clearing,
            // we add and rewrite.
            // Given that it will be at most few tousands objects added (in extreme case)
            // this won't pose a problem (e.g. 10k*4B ~ 40 kiB of memory).

            if (m_currEntiesCnt >= m_entities.Count)
            {
                m_entities.Add(entity);
            }
            else
            {
                m_entities[m_currEntiesCnt] = entity;
            }

            ++m_currEntiesCnt;
        }