public IEnumerator Setup() { yield return(TestUtils.LaunchNewPoolBenchmarkAsync(true, true)); ResetFrameTime(); //Setup SpawnPositions var spawns = MapGeneration.GeneratePointsScattered(0, 0, TestUtils.MAX_SPAWNS); for (int i = 0; i < TestUtils.MAX_SPAWNS; i++) { _collectionSpawnpoints.Add(new Vector3(spawns[i].x, spawns[i].y, spawns[i].z)); var go = GameObject.Instantiate(Resources.Load <GameObject>(_prefabPath)); go.SetActive(false); _pool.Add(go); } RenderMaster.RenderTerrain = false; for (int i = 0; i < m_StabilizationFrames; i++) { yield return(0); } }
public GPUGrassModel(Config_Grass config) { Config = config; VerticesCount = Config.Amount * config.Segments * 2; IndicesCount = Config.Amount * (config.Segments - 1) * 6; VerticesKernelDimensions = new Vector2Int(Config.Amount, 1); IndicesKernelDimensions = new Vector2Int(Config.Amount, config.Segments); Spawnpoints = MapGeneration.GeneratePointsScattered(config.Grasswidth, config.Grasswidth, (uint)Config.Amount, 0); //todo: dependant on spawn config VerticesKernelStride = Marshal.SizeOf(typeof(GPUModelVertex)); IndicesKernelStride = Marshal.SizeOf(typeof(int)); BuildDataComputeBufferType = ComputeBufferType.Append; UpdateType = UpdateType.None; }
public IEnumerator Setup() { yield return(TestUtils.LaunchNewPoolBenchmarkAsync(true, true)); ResetFrameTime(); //Setup SpawnPositions var spawns = MapGeneration.GeneratePointsScattered(0, 0, TestUtils.MAX_SPAWNS); for (int i = 0; i < TestUtils.MAX_SPAWNS; i++) { _collectionSpawnpoints.Add(new Vector3(spawns[i].x, spawns[i].y, spawns[i].z)); } RenderMaster.RenderTerrain = false; for (int i = 0; i < m_StabilizationFrames; i++) { yield return(0); } }