private void Init() { // We assume no game will consume more than 16GB of RAM. // If it does, who cares about some minuscule garbage allocation lol. G_IntString.Init(0, 16386); m_graphyManager = transform.root.GetComponentInChildren <GraphyManager>(); m_ramMonitor = GetComponent <G_RamMonitor>(); UpdateParameters(); }
private void Init() { m_graphyManager = transform.root.GetComponentInChildren <GraphyManager>(); m_ramMonitor = GetComponent <G_RamMonitor>(); m_shaderGraphAllocated = new G_GraphShader(); m_shaderGraphReserved = new G_GraphShader(); m_shaderGraphMono = new G_GraphShader(); m_shaderGraphAllocated.Image = m_imageAllocated; m_shaderGraphReserved.Image = m_imageReserved; m_shaderGraphMono.Image = m_imageMono; UpdateParameters(); }
private void Init() { //TODO: Replace this with one activated from the core and figure out the min value. if (!G_FloatString.Inited || G_FloatString.MinValue > -1000f || G_FloatString.MaxValue < 16384f) { G_FloatString.Init ( minNegativeValue: -1001f, maxPositiveValue: 16386f ); } m_graphyManager = transform.root.GetComponentInChildren <GraphyManager>(); m_ramMonitor = GetComponent <G_RamMonitor>(); UpdateParameters(); }