protected virtual void Update()
        {
            // Set random seed to get repeatable results
            Random.State randomStateBkp = Random.state;
            Random.InitState(_randomSeed);

            _spectrum.GenerateWavelengths(ref _wavelengths, ref _angleDegs, ref _phases);

            Random.state = randomStateBkp;

            UpdateAmplitudes();
        }
Esempio n. 2
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        private void Update()
        {
            // Set random seed to get repeatable results
            Random.State randomStateBkp = Random.state;
            Random.InitState(_randomSeed);

            _spectrum.GenerateWavelengths(ref _wavelengths, ref _angleDegs, ref _phases);

            if (_materials == null || _materials.Length != OceanRenderer.Instance._lodCount + 1 ||
                _renderers == null || _renderers.Length != OceanRenderer.Instance._lodCount + 1)
            {
                InitMaterials();
            }

            Random.state = randomStateBkp;
        }
Esempio n. 3
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        private void Update()
        {
            // Set random seed to get repeatable results
            Random.State randomStateBkp = Random.state;
            Random.InitState(_randomSeed);

            _spectrum.GenerateWavelengths(ref _wavelengths, ref _angleDegs, ref _phases);

            if (_materials == null || _materials.Length != _wavelengths.Length)
            {
                InitMaterials();
            }

            UpdateMaterials();

            Random.state = randomStateBkp;
        }
        void Update()
        {
            // Set random seed to get repeatable results
            Random.State randomStateBkp = Random.state;
            Random.InitState(_randomSeed);

            _spectrum.GenerateWavelengths(ref _wavelengths, ref _angleDegs, ref _phases);

            Random.state = randomStateBkp;

            UpdateAmplitudes();

            // this is done every frame for flexibility/convenience, in case the lod count changes
            if (_materials == null || _materials.Length != OceanRenderer.Instance.Builder.CurrentLodCount)
            {
                InitMaterials();
            }

            // this is done every frame for flexibility/convenience, in case the lod count changes
            if (_renderWaveShapeCmdBufs == null || _renderWaveShapeCmdBufs.Length != OceanRenderer.Instance.Builder.CurrentLodCount - 1)
            {
                InitCommandBuffers();
            }
        }