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(); }
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; }
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(); } }