/// <summary> /// Create a scene container at the default bin size and count. /// </summary> public SceneContainer() { _sg = null; _binSize = DefaultBinSize; _binCount = DefaultBinCount; Init(); }
public T2DSceneContainer(BaseSceneGraph sg, float binSize, uint binCount) : base(sg, binSize, binCount) { }
public T2DSceneContainer(BaseSceneGraph sg) : base(sg, DefaultBinSize, DefaultBinCount) { }
/// <summary> /// Create a scene container at the default bin size and count. /// </summary> /// <param name="sg">The scenegraph to construct the container system for.</param> public SceneContainer(BaseSceneGraph sg) : this(sg, DefaultBinSize, DefaultBinCount) { }
public override void Dispose() { _IsDisposed = true; for (uint i = 0; i < _sceneBinArray.Length; i++) { if (_sceneBinArray[i] != null) _sceneBinArray[i].Reset(); // Just to make sure to not create a circular reference of disposed objects _sceneBinArray[i] = null; } _ResetRefs(); _sceneOverflowBin.Reset(); // Just to make sure to not create a circular reference of disposed objects _sceneOverflowBin = null; _sceneBinArray = null; _sg.Reset(); _sg = null; base.Dispose(); }
/// <summary> /// Create a scene container with specified bin size and count. /// </summary> /// <param name="sg">The scenegraph to construct the container system for.</param> /// <param name="binSize">The size of the bins.</param> /// <param name="binCount">The number of bins.</param> public SceneContainer(BaseSceneGraph sg, float binSize, uint binCount) { _sg = sg; _binSize = binSize; _binCount = binCount; Init(); }