AddEntity() public méthode

public AddEntity ( Entity ent, Vector3 position ) : void
ent Entity
position Vector3
Résultat void
		private void CreateInstanceGeom()
		{
			if ( Root.Instance.RenderSystem.HardwareCapabilities.HasCapability( Capabilities.VertexPrograms ) == false )
			{
				throw new AxiomException( "Your video card doesn't support batching" );
			}

			Entity ent = SceneManager.CreateEntity( meshes[ this.mSelectedMesh ], meshes[ this.mSelectedMesh ] + ".mesh" );


			this.renderInstance = new List<InstancedGeometry>( this.mNumRendered );

			//Load a mesh to read data from.	
			var batch = new InstancedGeometry( SceneManager, meshes[ this.mSelectedMesh ] + "s" );
			batch.CastShadows = true;

			batch.BatchInstanceDimensions = new Vector3( 1000000f, 1000000f, 1000000f );
			int batchSize = ( this.mNumMeshes > maxObjectsPerBatch ) ? maxObjectsPerBatch : this.mNumMeshes;
			SetupInstancedMaterialToEntity( ent );
			for ( int i = 0; i < batchSize; i++ )
			{
				batch.AddEntity( ent, Vector3.Zero );
			}
			batch.Origin = Vector3.Zero;

			batch.Build();


			for ( int k = 0; k < this.mNumRendered - 1; k++ )
			{
				batch.AddBatchInstance();
			}

			k = 0;
			foreach ( var batchInstance in batch.BatchInstances )
			{
				int j = 0;
				foreach ( var instancedObject in batchInstance.Objects )
				{
					instancedObject.Position = this.posMatrices[ k ][ j ];
					++j;
				}
				k++;
			}
			batch.IsVisible = true;
			this.renderInstance[ 0 ] = batch;

			SceneManager.RemoveEntity( ent );
		}