internal unsafe void RecordCommands(MyRenderableProxy proxy, IVertexBuffer stream, int voxelMatId) { if (stream == null) { return; } var foliageType = MyVoxelMaterials1.Table[voxelMatId].FoliageType; MyMapping mapping = MyMapping.MapDiscard(RC, proxy.ObjectBuffer); mapping.WriteAndPosition(ref proxy.NonVoxelObjectData); mapping.WriteAndPosition(ref proxy.CommonObjectData); mapping.Unmap(); RC.AllShaderStages.SetConstantBuffer(MyCommon.OBJECT_SLOT, proxy.ObjectBuffer); RC.GeometryShader.Set(m_GS[foliageType]); RC.PixelShader.Set(m_PS[foliageType]); if (MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray != null) { RC.AllShaderStages.SetSrv(0, MyVoxelMaterials1.Table[voxelMatId].FoliageColorTextureArray); RC.AllShaderStages.SetSrv(1, MyVoxelMaterials1.Table[voxelMatId].FoliageNormalTextureArray); } else { MyFileTextureManager texManager = MyManagers.FileTextures; RC.AllShaderStages.SetSrv(0, texManager.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_Texture, MyFileTextureEnum.COLOR_METAL, true)); RC.AllShaderStages.SetSrv(1, texManager.GetTexture(MyVoxelMaterials1.Table[voxelMatId].FoliageArray_NormalTexture, MyFileTextureEnum.NORMALMAP_GLOSS, true)); } RC.SetVertexBuffer(0, stream); RC.DrawAuto(); }