// Precalculate voxel cell into cache (makes triangles and vertex buffer from voxels) public MyIsoMesh Precalc(MyIsoMesherArgs args) { var voxelStart = args.GeometryCell.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS; var voxelEnd = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1; return(Precalc(args.Storage, args.GeometryCell.Lod, voxelStart, voxelEnd, true, true, false)); }
public MyIsoMesh Precalc(MyIsoMesherArgs args) { var voxelStart = args.GeometryCell.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS; var voxelEnd = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1 + 1 // overlap to neighbor so geometry is stitched together within same LOD + 1; // for eg. 9 vertices in row we need 9 + 1 samples (voxels) return(Precalc(args.Storage, args.GeometryCell.Lod, voxelStart, voxelEnd, true)); }
public MyIsoMesh Precalc(MyIsoMesherArgs args) { var voxelStart = args.GeometryCell.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS; var voxelEnd = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1 + 1 // overlap to neighbor so geometry is stitched together within same LOD + 1; // for eg. 9 vertices in row we need 9 + 1 samples (voxels) return Precalc(args.Storage, args.GeometryCell.Lod, voxelStart, voxelEnd, true, MyFakes.ENABLE_VOXEL_COMPUTED_OCCLUSION); }
// Precalculate voxel cell into cache (makes triangles and vertex buffer from voxels) public MyIsoMesh Precalc(MyIsoMesherArgs args) { var voxelStart = args.GeometryCell.CoordInLod * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS; var voxelEnd = voxelStart + MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_VOXELS - 1; return Precalc(args.Storage, args.GeometryCell.Lod, voxelStart, voxelEnd, true, true, false); }