public override void InitializeResources(IResourceWriter1D positionsWriter, IResourceWriter1D valuesWriter, IResourceWriter1D masksWriter) { // We're not using vertex masks, so just ignore the writer. positionsWriter.UpdateResource(positions); valuesWriter.UpdateResource(values); }
public override void InitializeResources(IResourceWriter1D positionsWriter, IResourceWriter1D vertexMasksWriter) => positionsWriter.UpdateResource(positions);
public void Write(IResourceWriter1D positionsWriter, IResourceWriter1D vertexMasksWriter) => positionsWriter.UpdateResource(new[] { value }, 0, 1, index);
public void Write(IResourceWriter1D positionsWriter, IResourceWriter1D valuesWriter, IResourceWriter1D masksWriter) => valuesWriter.UpdateResource(reader.values);
public override void InitializeResources(IResourceWriter1D positionsWriter, IResourceWriter1D vertexMasksWriter) => positionsWriter.UpdateResource(RandomizePoints(VertexCount, 5f, 25));