void OnRenderObject() { currentNumberOfParticles = pSystem_.GetParticles(arrParticle_); for (int i = 0; i < currentNumberOfParticles; i++) { arrParticlePosition_[i] = arrParticle_[i].position; } corpusclesRenderer_.RebindShaderAttributes(); corpusclesRenderer_.SetCorpusclesPositions(currentNumberOfParticles, arrParticlePosition_); }
}// UpdateBody... //----------------------------------------------------------------------------------- public void UpdateCorpuscles( CORPUSCLES_TYPE type, CorpusclesInfo cpInfo ) { uint idCorpuscles = cpInfo.idCorpuscles_; Vector3[] arrPosition = cpInfo.arrPosition_; nCorpuscles_ = arrPosition.Length; CarCorpusclesRenderer cpRenderer = eManager_.GetCorpusclesRenderererSimulatingOrReplaying(idCorpuscles); if (cpRenderer != null) { if ( !cpRenderer.IsInited() ) { cpRenderer.Init(nCorpuscles_, 0.02f); } cpRenderer.SetCorpusclesPositions(nCorpuscles_, arrPosition); } }// UpdateCorpuscles...