public static void GetInCubeVertexs(this VertexTriangle triangle, List <Vertex> outVertex) { foreach (var vertex in triangle.Vertexs) { if (MathTool.IsInCube(vertex.WorldPosition, 1, -1, 1, -1, 1, -1) == false) { outVertex.Add(vertex); } } }
public void Execute() { _outVertexs.Clear(); foreach (var vertex in RenderingPipelineRegister.Instance.VertexList) { if (MathTool.IsInCube(vertex.WorldPosition, 1, -1, 1, -1, 1, -1) == false) { _outVertexs.Add(vertex); } } }