- I only scanned the first language in reading the JSON action manifest for names
- you probably want all the names keyed on language
- You probably need to remove the singlePass (not the same as singleTexture) code from it
- Read about single-pass stereo instancing if you want to try to implement
- You definitely want replace
VertexBuffer
element hashes with CRC32 - replace
VertexElement
's instanced flag with a instanceStep integer (this is why you need a CRC32 instead)
- Add
SetElements
toVertexBuffer
, just set the elements and then callUpdateOffsets()
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//**************************************************************************** | |
// | |
// File: LightShadow.cpp | |
// License: MIT | |
// Project: GLVU | |
// | |
//**************************************************************************** | |
#include "LightShadow.h" |
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//**************************************************************************** | |
// | |
// File: LightShadow.cpp | |
// License: MIT | |
// Project: GLVU | |
// | |
//**************************************************************************** | |
#include "LightShadow.h" |
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#include "RenderScript.h" | |
#include "Buffer.h" | |
#include "Material.h" | |
#include "GraphicsDevice.h" | |
#include "Effect.h" | |
#include "LightShadow.h" | |
#include "Packing.h" | |
#include "Renderables.h" | |
#include "Renderer.h" |
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using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using System; | |
using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
namespace DelveLib | |
{ | |
public class DecalMesh : IDisposable | |
{ |
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#include "ImmediateRender.h" | |
#include "../Core/Context.h" | |
#include "../Graphics/VertexBuffer.h" | |
#include "../Graphics/Camera.h" | |
#include "../Graphics/Graphics.h" | |
#include "../Scene/Node.h" | |
#include "../Input/Input.h" | |
#include "../Graphics/View.h" | |
#include "../Graphics/Viewport.h" |
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// Swap to pop array of structs | |
public class StructArray<T> where T : struct | |
{ | |
public T[] items_; | |
public int Count { get; private set; } | |
public int Capacity { get; private set; } | |
public StructArray(int capacity) | |
{ | |
Resize(capacity); |
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[Description("Uses noise derivatives to produce an extremely versatile noise")] | |
[PropertyData.PropertyIgnore("Interpolation")] | |
public partial class UberNoise : NoiseGenerator | |
{ | |
float lacunarity_ = 2.0f; | |
int octaves_ = 3; | |
float gain_ = 0.5f; | |
float perturbFeatures_ = 0.2f; | |
float sharpness_ = 0.7f; | |
float amplify_ = 0.7f; |
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MotionWheel::MotionWheel(Context* ctx) : Component(ctx), | |
traveledDistance_(0.0f), | |
lastPosition_(Vector3(M_INFINITY, M_INFINITY, M_INFINITY)) | |
{ | |
SubscribeToEvent(E_SCENEPOSTUPDATE, URHO3D_HANDLER(MotionWheel, OnUpdate)); | |
} | |
MotionWheel::~MotionWheel() | |
{ |
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#include "AnimProc.h" | |
#include "../Graphics/Animation.h" | |
#include "../IO/Log.h" | |
namespace Urho3D | |
{ | |
/// Pulls out an interpolated keyframe from a track based on time. | |
/// The time value of the key will be set to the given time value, overwrite if undesired. |
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