// Instant caching into meshes public static void CacheInstant(RayfireRigid scr) { // Timestamp float t1 = Time.realtimeSinceStartup; // Input mesh, setup if (RFFragment.InputMesh(scr) == false) { return; } // Timestamp float t2 = Time.realtimeSinceStartup; //Debug.Log (scr.gameObject.name + " Input time: " + (t2 - t1)); // Create fragments RFFragment.CacheMeshesInst(ref scr.meshes, ref scr.pivots, ref scr.subIds, scr); // Timestamp float t3 = Time.realtimeSinceStartup; //Debug.Log (t2 - t1); //Debug.Log (scr.gameObject.name + " Cache time: " + (t3 - t1)); }
// Instant caching into meshes public static void CacheInstant(RayfireRigid scr) { // Input mesh, setup if (RFFragment.InputMesh(scr) == false) { return; } // Create fragments RFFragment.CacheMeshesInst(ref scr.meshes, ref scr.pivots, ref scr.subIds, scr); }