◆ TerrainRenderer() [1/2]
| Game.TerrainRenderer.TerrainRenderer |
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◆ TerrainRenderer() [2/2]
◆ CompileDrawSubsets()
◆ Display_DeviceReset()
| virtual void Game.TerrainRenderer.Display_DeviceReset |
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◆ Dispose()
| virtual void Game.TerrainRenderer.Dispose |
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◆ DisposeTerrainChunkGeometryVertexIndexBuffers()
| virtual void Game.TerrainRenderer.DisposeTerrainChunkGeometryVertexIndexBuffers |
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TerrainChunk | chunk | ) |
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◆ DrawAlphaTested()
| virtual void Game.TerrainRenderer.DrawAlphaTested |
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Camera | camera | ) |
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◆ DrawOpaque()
| virtual void Game.TerrainRenderer.DrawOpaque |
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Camera | camera | ) |
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◆ DrawTerrainChunkGeometrySubsets()
| virtual void Game.TerrainRenderer.DrawTerrainChunkGeometrySubsets |
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Shader | shader, |
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TerrainChunk | chunk, |
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int | subsetsMask, |
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bool | ApplyTexture = true ) |
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◆ DrawTransparent()
| virtual void Game.TerrainRenderer.DrawTransparent |
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Camera | camera | ) |
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◆ PrepareForDrawing()
| virtual void Game.TerrainRenderer.PrepareForDrawing |
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Camera | camera | ) |
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◆ RunChunkFadeIn()
◆ SetupTerrainChunkGeometryVertexIndexBuffers()
| virtual void Game.TerrainRenderer.SetupTerrainChunkGeometryVertexIndexBuffers |
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TerrainChunk | chunk | ) |
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◆ ShiftIndices()
| void Game.TerrainRenderer.ShiftIndices |
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int[] | source, |
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int[] | destination, |
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int | shift, |
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int | count ) |
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◆ StartChunkFadeIn()
◆ ChunkDrawCalls
| int Game.TerrainRenderer.ChunkDrawCalls |
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◆ ChunksDrawn
| int Game.TerrainRenderer.ChunksDrawn |
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◆ ChunkTrianglesDrawn
| int Game.TerrainRenderer.ChunkTrianglesDrawn |
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◆ DrawChunksMap
| bool Game.TerrainRenderer.DrawChunksMap |
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◆ m_alphaTestedShader
| Shader Game.TerrainRenderer.m_alphaTestedShader |
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◆ m_chunksToDraw
| DynamicArray<TerrainChunk> Game.TerrainRenderer.m_chunksToDraw = [] |
◆ m_opaqueShader
| Shader Game.TerrainRenderer.m_opaqueShader |
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◆ m_samplerState
初始值: = new() {
AddressModeU = TextureAddressMode.Clamp, AddressModeV = TextureAddressMode.Clamp, FilterMode = TextureFilterMode.Point, MaxLod = 0f
}
在文件 TerrainRenderer.cs 第 18 行定义.
◆ m_samplerStateMips
初始值: = new() {
AddressModeU = TextureAddressMode.Clamp,
AddressModeV = TextureAddressMode.Clamp,
FilterMode = TextureFilterMode.PointMipLinear,
MaxLod = 4f
}
在文件 TerrainRenderer.cs 第 22 行定义.
◆ m_subsystemAnimatedTextures
◆ m_subsystemSky
◆ m_subsystemTerrain
◆ m_tmpIndices
| DynamicArray<int> Game.TerrainRenderer.m_tmpIndices = [] |
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◆ m_tmpVertices
| DynamicArray<TerrainVertex> Game.TerrainRenderer.m_tmpVertices = [] |
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◆ m_transparentShader
| Shader Game.TerrainRenderer.m_transparentShader |
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◆ stat
◆ ChunksGpuMemoryUsage
| virtual string Game.TerrainRenderer.ChunksGpuMemoryUsage |
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get |
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