/// <summary> /// 渲染 /// </summary> public void render(TransformEX parentWorld, bool dirty) { //如果父链中它之上的任何物体标记为脏,则它将被置为true dirty |= dirty_; //而当节点没有改动时(dirty=false),跳过combine的过程,否则,表示此链为脏,进行combine if (dirty) { Debug.Log("this node is dirty,combine it!"); world_ = local_.combine(parentWorld); dirty_ = false; } //渲染mesh if (_mesh != null) { renderMesh(_mesh, world_); } for (int i = 0; i < numChildren_; i++) { if (children_[i] != null) { children_[i].render(world_, dirty); } } }
public void render(TransformEX parentWorld, bool dirty) { //if object from parent be dirty than it will be true dirty |= dirty_; //if not changed than (dirty=false),jump it from combine if (dirty) { Debug.Log("this node is dirty,combine it!"); world_ = local_.combine(parentWorld); dirty_ = false; } //renderMesh if (mesh_ != null) { renderMesh(mesh_, world_); } for (int i = 0; i < numChildren_; i++) { if (children_[i] != null) { children_[i].render(world_, dirty); } } }
public void render(TransformEX parentWorld, bool dirty) { //If any object above it in the parent chain is marked as dirty, it will be set to true dirty |= dirty_; //When the node is not changed (dirty=false), skip the combine process, otherwise, it means that the chain is dirty and combine if (dirty) { Debug.Log("this node is dirty,combine it!"); world_ = local_.combine(parentWorld); dirty_ = false; } if (mesh_ != null) { renderMesh(mesh_, world_); } for (int i = 0; i < numChildren_; i++) { if (children_[i] != null) { children_[i].render(world_, dirty); } } }