public SceneParseResult() { m_geometryCount = new Dictionary <ISIdx, int>(); m_geometryData = new SortedList <ISIdx, List <float> >(); m_geometryStrides = new Dictionary <ISIdx, int>(); m_geometryTypeIsDirty = new Dictionary <ISIdx, bool>(); m_lightInfos = new List <RTLightInfo>(); m_materials = new List <RTMaterial>(); m_materialsInstancesCount = new Dictionary <string, int>(); m_materialsColorList = new Dictionary <string, List <Color> >(); m_materialsFloatList = new Dictionary <string, List <float> >(); m_materialsIntList = new Dictionary <string, List <int> >(); m_materialsVector2List = new Dictionary <string, List <Vector2> >(); m_materialsVector3List = new Dictionary <string, List <Vector3> >(); m_materialsVector4List = new Dictionary <string, List <Vector4> >(); m_textureCollection = new List <Texture2D>(); m_materialsTextureIndexList = new Dictionary <string, List <ISIdx> >(); m_primitives = new List <Primitive>(); m_worldToPrimitives = new List <Matrix4x4>(); topLevelBVH = new TopLevelBVH(); m_objectLevelAccelerationStructureData = new SortedList <ISIdx, List <float> >(); m_objectLevelAccelerationStructureGeometryData = new SortedList <ISIdx, List <float> >(); m_objectLevelAccelerationStructureGeometryDataCursor = new SortedList <ISIdx, int>(); m_objectLevelAccelerationStructureGeometryMapping = new SortedList <ISIdx, List <int> >(); m_objectLevelAccelerationStructureGeometryMappingCursor = new SortedList <ISIdx, int>(); }
public SceneParseResult() { m_geometryCount = new Dictionary <ISIdx, int>(); m_geometryData = new SortedList <ISIdx, List <float> >(); m_geometryStrides = new Dictionary <ISIdx, int>(); m_lightInfos = new List <RTLightInfo>(); m_materials = new List <RTMaterial>(); m_primitives = new List <Primitive>(); m_worldToPrimitives = new List <Matrix4x4>(); topLevelBVH = new TopLevelBVH(); }