public void Set(SceneNode referenceNode, IList <SceneNode> nodes, RenderContext context) { Reset(); ReferenceNode = referenceNode; for (int i = 0; i < nodes.Count; i++) { if (nodes[i] is TerrainNode) { TerrainNodes.Add(nodes[i]); } if (nodes[i] is CloudLayerNode) { CloudLayerNodes.Add(nodes[i]); } else if (nodes[i] is WaterNode) { WaterNodes.Add(nodes[i]); } else if (nodes[i] is SceneCaptureNode) { SceneCaptureNodes.Add(nodes[i]); } else if (nodes[i] is PlanarReflectionNode) { PlanarReflectionNodes.Add(nodes[i]); } } }
public void Reset() { ReferenceNode = null; CloudLayerNodes.Clear(); WaterNodes.Clear(); SceneCaptureNodes.Clear(); PlanarReflectionNodes.Clear(); }