private float Height( Point3 pt ) { return Utils.Clamp( pt.DistanceTo( Point3.Origin ) - m_InnerRadius, 0, m_OuterRadius - m_InnerRadius ); }
public void UpdateLod( Point3 pt ) { UpdateLod( pt.DistanceTo( PatchCentre ) ); }
private float Height( Point3 pt ) { return Utils.Clamp( pt.DistanceTo( Point3.Origin ) - m_InnerRadius, 0, m_OuterRadius - m_InnerRadius ); }
public void UpdateLod( Point3 pt ) { UpdateLod( pt.DistanceTo( PatchCentre ) ); }