/// <summary> /// Loads a fitting scene representation from the bundled assets. /// </summary> /// <returns></returns> private IEnumerator LoadSceneRepresentationCoroutine() { // Load the scene representation. yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine())); yield return(StartCoroutine(PMPerViewMeshesQSTR.LoadProcessedPerViewMeshesCoroutine())); // Deactivate the created geometry. _helperCommandBuffer.DeactivateCreatedGeometry(PMPerViewMeshesQSTR.perViewMeshTransforms[0].parent); }
/// <summary> /// Loads a fitting scene representation from the bundled assets. /// </summary> /// <returns></returns> private IEnumerator LoadSceneRepresentationCoroutine() { yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine())); yield return(StartCoroutine(PMPerViewMeshesQSTR.LoadProcessedPerViewMeshesCoroutine())); }