Esempio n. 1
0
    public void GetRenderLayer(out FRenderLayer renderLayer, out int firstFacetIndex, FFacetType facetType, FAtlas atlas, FShader shader, int numberOfFacetsNeeded)
    {
        int batchIndex = facetType.index * 10000000 + atlas.index * 10000 + shader.index;

        if (_topLayer == null)
        {
            _topLayer = CreateRenderLayer(facetType, batchIndex, atlas, shader);
            _topLayer.Open();
        }
        else
        {
            if (_topLayer.batchIndex != batchIndex) //we're changing layers!
            {
                _topLayer.Close();                  //close the old layer

                _topLayer = CreateRenderLayer(facetType, batchIndex, atlas, shader);
                _topLayer.Open();                 //open the new layer
            }
        }

        renderLayer     = _topLayer;
        firstFacetIndex = _topLayer.GetNextFacetIndex(numberOfFacetsNeeded);
    }
Esempio n. 2
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    public void GetRenderLayer(ref FRenderLayer renderLayer, ref int firstQuadIndex, FAtlas atlas, FShader shader, int numberOfQuadsNeeded)
    {
        int batchIndex = atlas.index*10000 + shader.index;

        if(_topLayer == null)
        {
            _topLayer = CreateRenderLayer(batchIndex, atlas, shader);
            _topLayer.Open();
        }
        else
        {
            if(_topLayer.batchIndex != batchIndex) //we're changing layers!
            {
                _topLayer.Close(); //close the old layer

                _topLayer = CreateRenderLayer(batchIndex, atlas, shader);
                _topLayer.Open(); //open the new layer
            }
        }

        renderLayer = _topLayer;
        firstQuadIndex = _topLayer.GetNextQuadIndex(numberOfQuadsNeeded);
    }
Esempio n. 3
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    public void GetRenderLayer(ref FRenderLayer renderLayer, ref int firstQuadIndex, FAtlas atlas, FShader shader, int numberOfQuadsNeeded)
    {
        int batchIndex = atlas.index * 10000 + shader.index;

        if (_topLayer == null)
        {
            _topLayer = CreateRenderLayer(batchIndex, atlas, shader);
            _topLayer.Open();
        }
        else
        {
            if (_topLayer.batchIndex != batchIndex) //we're changing layers!
            {
                _topLayer.Close();                  //close the old layer

                _topLayer = CreateRenderLayer(batchIndex, atlas, shader);
                _topLayer.Open();                 //open the new layer
            }
        }

        renderLayer    = _topLayer;
        firstQuadIndex = _topLayer.GetNextQuadIndex(numberOfQuadsNeeded);
    }
Esempio n. 4
0
    public void GetRenderLayer(out FRenderLayer renderLayer, out int firstFacetIndex, FFacetType facetType, FAtlas atlas, FShader shader, int numberOfFacetsNeeded)
    {
        int batchIndex = facetType.index*10000000 + atlas.index*10000 + shader.index;

        if(_topLayer == null)
        {
            _topLayer = CreateRenderLayer(facetType, batchIndex, atlas, shader);
            _topLayer.Open();
        }
        else
        {
            if(_topLayer.batchIndex != batchIndex) //we're changing layers!
            {
                _topLayer.Close(); //close the old layer

                _topLayer = CreateRenderLayer(facetType, batchIndex, atlas, shader);
                _topLayer.Open(); //open the new layer
            }
        }

        renderLayer = _topLayer;
        firstFacetIndex = _topLayer.GetNextFacetIndex(numberOfFacetsNeeded);
    }