public void AddGeometry(RenderGeometryTask renderGeometry) { foreach (var sorted in sortedTextureGeometries) { if (sorted.texture == renderGeometry.Material.DiffuseMap) { sorted.geometries.Add(renderGeometry); return; } } sortedTextureGeometries.Add(new GeometryPerTexture(renderGeometry, device)); }
public GeometryPerShader(RenderGeometryTask renderGeometry, Device device) { shader = renderGeometry.Material.Shader; this.device = device; AddGeometry(renderGeometry); }
public GeometryPerTexture(RenderGeometryTask renderGeometry, Device device) { this.device = device; texture = renderGeometry.Material.DiffuseMap; geometries.Add(renderGeometry); }