public override void Reset(RenderContext context) { base.Reset(context); shaderDataPoolCascade1.Clear(); shaderDataPoolCascade2.Clear(); shaderDataPoolCascade4.Clear(); }
public override void Reset() { foreach (var data in dataPool) { data.Reset(); } dataPool.Clear(); }
public virtual void Reset(RenderContext context) { foreach (var view in shadowRenderViews) { context.RenderSystem.Views.Remove(view); } shadowRenderViews.Clear(); shadowMaps.Clear(); }
public void ProcessPointerEvents(TimeSpan deltaTime, List <PointerEvent> events, List <GestureEvent> outputEvents) { ElapsedSinceBeginning += deltaTime; ElapsedSinceLast += deltaTime; CurrentGestureEvents.Clear(); ProcessPointerEventsImpl(deltaTime, events); for (int i = 0; i < CurrentGestureEvents.Count; i++) { outputEvents.Add(CurrentGestureEvents[i]); } }
internal void AllocateCollectionsPerGroupOfCullingMask() { // Clear the pool (but keep instances already created) lightCollectionPool.Clear(); // At worst, we have 32 collections (one per bit active in the culling mask) for (int i = 0; i < groupMasks.Length; i++) { var mask = groupMasks[i++]; if (mask == 0) { continue; } // Check if there is a previous collection for the current mask int collectionIndex = -1; for (int j = 0; j < lightCollectionPool.Count; j++) { if ((uint)lightCollectionPool[j].CullingMask == mask) { collectionIndex = j; break; } } // If no collection found for this mask, create a new one if (collectionIndex < 0) { collectionIndex = lightCollectionPool.Count; // Use a pool to avoid recreating collections var collection = lightCollectionPool.Add(); // The selected collection is associated with the specified mask collection.CullingMask = (EntityGroupMask)mask; } // Store the index of the collection for the current bit groupMasks[i] = (uint)collectionIndex; } }
public override void Reset() { shaderDataPoolCascade1.Clear(); shaderDataPoolCascade2.Clear(); shaderDataPoolCascade4.Clear(); }
public override void Reset() { shaderDataPool.Clear(); }