private DeferredMaterial.PerObjectConstantBuffer getPerObjectCB(WorldMeshPart part) { return(sharedPerObjectCB ?? (sharedPerObjectCB = DeferredMaterial.CreatePerObjectCB(game))); }
/// <summary> /// Create GPU buffers necessary for the object /// </summary> public void CreateBuffers(DX11Game game) { perObject = DeferredMaterial.CreatePerObjectCB(game); perObject.UpdatePerObjectBuffer(game.Device.ImmediateContext, Matrix.Identity); }