public virtual void DoUpdate() { //Generate the under water mesh modifyFloatingMesh.GenerateUnderwaterMesh(); //Display the under water mesh - will take some computer power so remove in final version // if (underWaterMesh != null) // { //modifyFloatingMesh.DisplayMesh(underWaterMesh, "UnderWater Mesh", modifyFloatingMesh.underWaterTriangleData); // } }
public void DoUpdate() { modifyFloatingMesh.GenerateUnderwaterMesh(); if (modifyFloatingMesh.underWaterTriangleData.Count > 0) { AddUnderWaterForces(); } //Display the under water mesh - will take some computer power so remove in final version // if (underWaterMesh != null) // { //modifyFloatingMesh.DisplayMesh(underWaterMesh, "UnderWater Mesh", modifyFloatingMesh.underWaterTriangleData); // } }