public JobHandle precomputed(SimplexNoise simplex, NativeArray <Float2> _t_vertex, JobHandle other) { var numTriangles = _t_vertex.Length; if (!initArray) { init(numTriangles); initArray = true; } var job = new JobPrecomputedNoise() { simplex = simplex, t_noise0 = t_noise0, t_noise1 = t_noise1, t_noise2 = t_noise2, t_noise3 = t_noise3, t_noise4 = t_noise4, t_noise5 = t_noise5, t_noise6 = t_noise6, t_vertex = _t_vertex, }; return(job.Schedule(numTriangles, 64, other)); }
public JobPrecomputedNoise create(SimplexNoise simplex, NativeArray <Float2> _t_vertex) { var numTriangles = _t_vertex.Length; if (!initArray) { init(numTriangles); initArray = true; } var job = new JobPrecomputedNoise() { simplex = simplex, t_noise0 = t_noise0, t_noise1 = t_noise1, t_noise2 = t_noise2, t_noise3 = t_noise3, t_noise4 = t_noise4, t_noise5 = t_noise5, t_noise6 = t_noise6, t_vertex = _t_vertex, }; return(job); }