public void Initialise(Terrain terrain, TerrainRenderer renderer, int x, int z, int size, int textureSize, Material material) { this.renderer = renderer; this.terrain = terrain; this.chunkX = x; this.chunkZ = z; this.size = size; this.textureSize = textureSize; GetComponent <MeshRenderer>().material = material; }
public void Initialize(int maxJobs, Terrain terrain, TerrainRenderer renderer, TerrainBakeMeshJobManager bakeMeshJobManager) { this.terrain = terrain; this.renderer = renderer; this.bakeMeshJobManager = bakeMeshJobManager; vertexBuffers = new NativeArray <Vector3> [maxJobs]; indexBuffers = new NativeArray <int> [maxJobs]; uv0Buffers = new NativeArray <Vector2> [maxJobs]; colorBuffers = new NativeArray <Color> [maxJobs]; for (int i = 0; i < maxJobs; i++) { vertexBuffers[i] = new NativeArray <Vector3>(renderer.chunkSize * terrain.height * renderer.chunkSize * 4, Allocator.Persistent); indexBuffers[i] = new NativeArray <int>(renderer.chunkSize * terrain.height * renderer.chunkSize * 6, Allocator.Persistent); uv0Buffers[i] = new NativeArray <Vector2>(renderer.chunkSize * terrain.height * renderer.chunkSize * 4, Allocator.Persistent); colorBuffers[i] = new NativeArray <Color>(renderer.chunkSize * terrain.height * renderer.chunkSize * 4, Allocator.Persistent); } base.Initialize(maxJobs); }
void Awake() { meshFilter = GetComponent <MeshFilter>(); terrain = new SG3D.Terrain(); terrainRenderer = new SG3D.TerrainRenderer(); }