/// <summary> /// Loads a fitting scene representation from the bundled assets. /// </summary> /// <returns></returns> private IEnumerator LoadSceneRepresentationCoroutine() { // Load the scene representation. yield return(StartCoroutine(PMGlobalTextureMap.LoadProcessedTextureMapsCoroutine())); yield return(StartCoroutine(PMGlobalMeshEF.LoadProcessedGlobalMeshCoroutine())); }
/// <summary> /// Loads a fitting scene representation from the bundled assets. /// </summary> /// <returns></returns> public IEnumerator LoadSceneRepresentationCoroutine() { yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine())); yield return(StartCoroutine(PMGlobalTextureMap.LoadProcessedTextureMapsCoroutine())); yield return(StartCoroutine(PMGlobalMeshEF.LoadProcessedGlobalMeshCoroutine())); yield return(StartCoroutine(PMDepthTextureArray.LoadDepthTextureArrayCoroutine())); numberOfSourceCameras = PMColorTextureArray.colorData.depth; }