/// <summary>Allocates GPU drawing meta now.</summary> public virtual DrawStackNode Allocate(DrawInfo info, SurfaceTexture tex, ref int stackID) { // If the source is a constant or a graph // then we don't allocate a material for it. // We do, however, create a texture: // CONSTANT: 1 * 1 (Texture) // GRAPH : info.ImageX * 1 (Texture) // ELSE : info.ImageX * info.ImageY (Stack) int dimensions = OutputDimensions; if (dimensions == 2) { // Stack required. // Allocate a target stack now: int targetStack = stackID; DrawStack stack = tex.GetStack(targetStack, info); stackID++; // Create the material: Material material = GetMaterial(MaterialID, SubMaterialID); if (Sources != null) { int inputStacks = (targetStack == 0)?1:0; for (int i = 0; i < Sources.Length; i++) { // Get the input node: TextureNode input = Sources[i]; // Allocate it now (must not allocate targetStack in the direct kids): DrawStackNode drawNode = input.Allocate(info, tex, ref inputStacks); if (inputStacks == targetStack) { // Skip: inputStacks++; } // Apply it to our material: material.SetTexture("_Src" + i, drawNode.Texture); } } // Create our node: MaterialStackNode matNode = DrawStore as MaterialStackNode; if (matNode == null) { matNode = new MaterialStackNode(); DrawStore = matNode; matNode.Mesh = info.Mesh; } matNode.Material = material; matNode.Stack = stack; return(matNode); } // It'll be baked/ drawn by the CPU. // Get the width of the texture: int width = (dimensions == 1)?info.ImageX : 1; TextureStackNode constNode = DrawStore as TextureStackNode; if (constNode == null) { constNode = new TextureStackNode(this, info.HDR, width); DrawStore = constNode; } // Ok: return(constNode); }