Пример #1
0
        /// <inheritdoc/>
        void IOcclusionProxy.UpdateOccluder()
        {
            var data = RenderData as OccluderData;

            if (data == null)
            {
                data       = new OccluderData(Occluder);
                RenderData = data;
                IsDirty    = true;
            }

            if (IsDirty)
            {
                data.Update(Occluder, PoseWorld, ScaleWorld);
                IsDirty = false;
            }
        }
Пример #2
0
        /// <inheritdoc/>
        void IOcclusionProxy.UpdateOccluder()
        {
            Debug.Assert(((IOcclusionProxy)this).HasOccluder, "Check IOcclusionProxy.HasOccluder before calling UpdateOccluder().");

            // The occluder data is created when needed and cached in RenderData.
            var data = RenderData as OccluderData;

            if (data == null)
            {
                data       = new OccluderData(Mesh.Occluder);
                RenderData = data;
                IsDirty    = true;
            }

            if (IsDirty)
            {
                data.Update(Mesh.Occluder, PoseWorld, ScaleWorld);
                IsDirty = false;
            }
        }
Пример #3
0
        /// <inheritdoc/>
        void IOcclusionProxy.UpdateOccluder()
        {
            var data = RenderData as OccluderData;
              if (data == null)
              {
            data = new OccluderData(Occluder);
            RenderData = data;
            IsDirty = true;
              }

              if (IsDirty)
              {
            data.Update(Occluder, PoseWorld, ScaleWorld);
            IsDirty = false;
              }
        }
Пример #4
0
    /// <inheritdoc/>
    void IOcclusionProxy.UpdateOccluder()
    {
      Debug.Assert(((IOcclusionProxy)this).HasOccluder, "Check IOcclusionProxy.HasOccluder before calling UpdateOccluder().");

      // The occluder data is created when needed and cached in RenderData.
      var data = RenderData as OccluderData;
      if (data == null)
      {
        data = new OccluderData(Mesh.Occluder);
        RenderData = data;
        IsDirty = true;
      }

      if (IsDirty)
      {
        data.Update(Mesh.Occluder, PoseWorld, ScaleWorld);
        IsDirty = false;
      }
    }