private void CalculateTileBounds(out float[] bmin, out float[] bmax) { var origin = new[] { -Constants.MaxXY, 0, -Constants.MaxXY }; bmin = new float[3]; bmax = new float[3]; bmin[0] = origin[0] + (Constants.TileSize * X); bmin[2] = origin[2] + (Constants.TileSize * Y); bmax[0] = origin[0] + (Constants.TileSize * (X + 1)); bmax[2] = origin[2] + (Constants.TileSize * (Y + 1)); }
private void CalculateTileBounds(out Vector3 bmin, out Vector3 bmax) { var origin = new[] { -Constants.MaxXY, 0, -Constants.MaxXY }; bmin = new Vector3(); bmax = new Vector3(); bmin.X = origin[0] + (Constants.TileSize * X); bmin.Z = origin[2] + (Constants.TileSize * Y); bmax.X = origin[0] + (Constants.TileSize * (X + 1)); bmax.Z = origin[2] + (Constants.TileSize * (Y + 1)); }