public LODBucket(Region parent, ushort lod, float lodDist) { this.parent = parent; this.lod = lod; this.squaredDistance = lodDist; materialBucketMap = new Dictionary<string, MaterialBucket>(); queuedGeometryList = new List<QueuedGeometry>(); }
public RegionShadowRenderable( Region parent, HardwareIndexBuffer indexBuffer, VertexData vertexData, bool createSeparateLightCap ) : this( parent, indexBuffer, vertexData, createSeparateLightCap, false ) { }
public RegionShadowRenderable( Region parent, HardwareIndexBuffer indexBuffer, VertexData vertexData, bool createSeparateLightCap, bool isLightCap ) { throw new NotImplementedException(); }
protected Region GetRegion( ushort x, ushort y, ushort z, bool autoCreate ) { var index = PackIndex( x, y, z ); var region = GetRegion( index ); if ( region == null && autoCreate ) { // Make a name var str = string.Format( "{0}:{1}", this.name, index ); // Calculate the region center var center = GetRegionCenter( x, y, z ); region = new Region( this, str, this.owner, index, center ); this.owner.InjectMovableObject( region ); region.IsVisible = this.visible; region.CastShadows = this.castShadows; if ( this.renderQueueIDSet ) { region.RenderQueueGroup = this.renderQueueID; } this.regionMap[ index ] = region; } return region; }
protected Region GetRegion(ushort x, ushort y, ushort z, bool autoCreate) { uint index = PackIndex(x, y, z); Region region = GetRegion(index); if (region == null && autoCreate) { // Make a name string str = string.Format("{0}:{1}", name, index); // Calculate the region center Vector3 center = GetRegionCenter(x, y, z); region = new Region(this, str, owner, index, center); // TODO: Is putting this region in the list of // SceneManager regions necessary? owner.RegionList.Add(region); region.IsVisible = visible; region.CastShadows = castShadows; if (renderQueueIDSet) region.RenderQueueGroup = renderQueueID; regionMap[index] = region; } return region; }
protected Region GetRegion( ushort x, ushort y, ushort z, bool autoCreate ) { uint index = PackIndex( x, y, z ); Region region = GetRegion( index ); if ( region == null && autoCreate ) { // Make a name string str = string.Format( "{0}:{1}", name, index ); // Calculate the region center Vector3 center = GetRegionCenter( x, y, z ); region = new Region( this, str, owner, index, center ); owner.InjectMovableObject( region ); region.IsVisible = visible; region.CastShadows = castShadows; if ( renderQueueIDSet ) region.RenderQueueGroup = renderQueueID; regionMap[ index ] = region; } return region; }