public RenderGroup(BinaryReader reader, bool readPrimBufferCount) { if (Context.Current.Game >= Context.NextGenGame.DromeRacers) { ID = reader.ReadUInt32(); } PrimitiveCount = reader.ReadUInt16(); VertexCount = reader.ReadUInt16(); Material = reader.ReadUInt16(); Effects = (RenderEffects)reader.ReadUInt16(); pBumpData = reader.ReadUInt32(); pVertexBuffer = reader.ReadUInt32(); pIndexBuffer = reader.ReadUInt32(); EffectsMask = reader.ReadUInt16(); RendererReference = reader.ReadUInt16(); EffectCount = reader.ReadUInt16(); Custom = reader.ReadByte(); CoordsCount = reader.ReadByte(); for (int i = 0; i < BlendCount; i++) { TextureBlends.Add(new TextureBlend(reader)); } VertexBuffer = new VertexBuffer(reader); uint primitiveBufferCount = readPrimBufferCount ? reader.ReadUInt32() : 0; IndexBuffer = new IndexBuffer(reader); IndexBuffer.PrimitiveBufferCount = primitiveBufferCount; }
/// <summary> /// Registers the light with the renderer, enabling it for shadow mapping /// </summary> private void Register() { if (shadow_map_slot != -1) { return; } // already registered RenderEffects render_script = Camera.main.GetComponent <RenderEffects>(); if (render_script == null) { return; } render_script.RegisterLight(this); }
/// <summary> /// Unregisters the light with the renderer, disabling it for shadow mapping /// </summary> private void Unregister() { if (shadow_map_slot == -1) { return; } // not registered, can't unregister if (Camera.main == null) { return; } RenderEffects render_script = Camera.main.GetComponent <RenderEffects>(); if (render_script == null) { return; } render_script.UnregisterLight(this); }