/// <summary>
        /// Loads a fitting scene representation from the bundled assets.
        /// </summary>
        /// <returns></returns>
        private IEnumerator LoadSceneRepresentationCoroutine()
        {
            // Load the scene representation.
            yield return(StartCoroutine(PMGlobalTextureMap.LoadProcessedTextureMapsCoroutine()));

            yield return(StartCoroutine(PMGlobalMeshEF.LoadProcessedGlobalMeshCoroutine()));
        }
Exemplo n.º 2
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        /// <summary>
        /// Loads a fitting scene representation from the bundled assets.
        /// </summary>
        /// <returns></returns>
        public IEnumerator LoadSceneRepresentationCoroutine()
        {
            yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine()));

            yield return(StartCoroutine(PMGlobalTextureMap.LoadProcessedTextureMapsCoroutine()));

            yield return(StartCoroutine(PMGlobalMeshEF.LoadProcessedGlobalMeshCoroutine()));

            yield return(StartCoroutine(PMDepthTextureArray.LoadDepthTextureArrayCoroutine()));

            numberOfSourceCameras = PMColorTextureArray.colorData.depth;
        }