private SceneNode CreateSectorNode(int indexXAxis, int indexZAxis) { ActorTransformNode actorTransform = new ActorTransformNode(Owner); ExplicitBoundingBoxNode explicitBox = new ExplicitBoundingBoxNode(ComputeSectorBound(indexXAxis, indexZAxis)); actorTransform.AddChild(explicitBox); int vertexOffset = indexXAxis * TerrainAsset.SectorSize + indexZAxis * TerrainAsset.SectorSize * TerrainAsset.VertexCountAlongXAxis; GeometryNode geometryNode = new TerrainGeometryNode(TerrainAsset, vertexOffset, mDefaultMaterial); explicitBox.AddChild(geometryNode); geometryNode.AddMaterial(TraversalContext.MaterialFlags.ShadowMap, null); //mDepthOnlyMaterial); return(actorTransform); }
private SceneNode CreateSectorNode(int indexXAxis, int indexZAxis) { ActorTransformNode actorTransform = new ActorTransformNode(Owner); ExplicitBoundingBoxNode explicitBox = new ExplicitBoundingBoxNode(ComputeSectorBound(indexXAxis, indexZAxis)); actorTransform.AddChild(explicitBox); int vertexOffset = indexXAxis * TerrainAsset.SectorSize + indexZAxis * TerrainAsset.SectorSize * TerrainAsset.VertexCountAlongXAxis; GeometryNode geometryNode = new TerrainGeometryNode(TerrainAsset, vertexOffset, mDefaultMaterial); explicitBox.AddChild(geometryNode); geometryNode.AddMaterial(TraversalContext.MaterialFlags.ShadowMap, null); //mDepthOnlyMaterial); return actorTransform; }