public FractalTile(Fractal fractal, FractalBuffer resources, double2 windowMin, double2 windowMax, bool preferCPU = false) { Fractal = fractal; Data = resources; IsColorized = false; WindowMinima = windowMin; WindowMaxima = windowMax; PreferCPU = preferCPU || (windowMax.x - windowMin.x < 1e-5); FractalTex = PreferCPU ? (Texture)resources.CPUFractal : resources.GPUFractal; //if (key.LOD < 0) // Edge = Effect.LOD0EdgeLength * (double)((long)1 << -key.LOD); //else // Edge = Effect.LOD0EdgeLength / (double)((long)1 << key.LOD); //Position = new double2(Key.X, Key.Y) * Edge; //_filter = new Vector4(RFloat(), RFloat(), RFloat(), 1); _filter = Vector4.one; }
public void Free(FractalBuffer buffer) { _freePool.Push(buffer); }