Exemple #1
0
        public static PipelineData CreatePipelineData(MeshInfo meshData)
        {
            PipelineData pipeline = new PipelineData();

            pipeline.hasNormals      = meshData.normals.length > 0 ? 1 : 0;
            pipeline.hasTangents     = meshData.tangents.length > 0 ? 1 : 0;
            pipeline.hasColors       = meshData.colors.length > 0 ? 1 : 0;
            pipeline.uvChannelCount  = 0;
            pipeline.uvChannelCount += meshData.uv0.length > 0 ? 1 : 0;
            pipeline.uvChannelCount += meshData.uv1.length > 0 ? 1 : 0;
            return(pipeline);
        }
Exemple #2
0
        public static string GetIDForPipeline(PipelineData data)
        {
            string idstr = "";

            idstr += data.hasNormals == 1 ? "1" : "0";
            idstr += data.hasTangents == 1 ? "1" : "0";
            idstr += data.hasColors == 1 ? "1" : "0";
            idstr += data.uvChannelCount.ToString();
            idstr += data.useAlpha == 1 ? "1" : "0";
            idstr += data.descriptorBindings.length.ToString(); // need better id for these
            idstr += data.shaderStages.id.ToString();
            return(idstr);
        }
 public static extern int unity2vsg_AddBindGraphicsPipelineCommand(PipelineData pipeline, int addToStateGroup);