public LODBucket(Region parent, ushort lod, float lodDist)
 {
     this.parent = parent;
     this.lod = lod;
     this.squaredDistance = lodDist;
     materialBucketMap = new Dictionary<string, MaterialBucket>();
     queuedGeometryList = new List<QueuedGeometry>();
 }
Esempio n. 2
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				public RegionShadowRenderable( Region parent, HardwareIndexBuffer indexBuffer, VertexData vertexData,
				                               bool createSeparateLightCap )
					: this( parent, indexBuffer, vertexData, createSeparateLightCap, false )
				{
				}
Esempio n. 3
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				public RegionShadowRenderable( Region parent, HardwareIndexBuffer indexBuffer, VertexData vertexData,
				                               bool createSeparateLightCap, bool isLightCap )
				{
					throw new NotImplementedException();
				}
Esempio n. 4
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		protected Region GetRegion( ushort x, ushort y, ushort z, bool autoCreate )
		{
			var index = PackIndex( x, y, z );
			var region = GetRegion( index );
			if ( region == null && autoCreate )
			{
				// Make a name
				var str = string.Format( "{0}:{1}", this.name, index );
				// Calculate the region center
				var center = GetRegionCenter( x, y, z );
				region = new Region( this, str, this.owner, index, center );
				this.owner.InjectMovableObject( region );
				region.IsVisible = this.visible;
				region.CastShadows = this.castShadows;
				if ( this.renderQueueIDSet )
				{
					region.RenderQueueGroup = this.renderQueueID;
				}
				this.regionMap[ index ] = region;
			}
			return region;
		}
 protected Region GetRegion(ushort x, ushort y, ushort z, bool autoCreate)
 {
     uint index = PackIndex(x, y, z);
     Region region = GetRegion(index);
     if (region == null && autoCreate) {
         // Make a name
         string str = string.Format("{0}:{1}", name, index);
         // Calculate the region center
         Vector3 center = GetRegionCenter(x, y, z);
         region = new Region(this, str, owner, index, center);
         // TODO: Is putting this region in the list of
         // SceneManager regions necessary?
         owner.RegionList.Add(region);
         region.IsVisible = visible;
         region.CastShadows = castShadows;
         if (renderQueueIDSet)
             region.RenderQueueGroup = renderQueueID;
         regionMap[index] = region;
     }
     return region;
 }
Esempio n. 6
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		protected Region GetRegion( ushort x, ushort y, ushort z, bool autoCreate )
		{
			uint index = PackIndex( x, y, z );
			Region region = GetRegion( index );
			if ( region == null && autoCreate )
			{
				// Make a name
				string str = string.Format( "{0}:{1}", name, index );
				// Calculate the region center
				Vector3 center = GetRegionCenter( x, y, z );
				region = new Region( this, str, owner, index, center );
				owner.InjectMovableObject( region );
				region.IsVisible = visible;
				region.CastShadows = castShadows;
				if ( renderQueueIDSet )
					region.RenderQueueGroup = renderQueueID;
				regionMap[ index ] = region;
			}
			return region;
		}