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added multiple geometries to new batchrenderer scene

/batch_rendering
Arnaud Carre 8 年前
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f800dd4e
共有 9 个文件被更改,包括 284 次插入4 次删除
  1. 7
      Assets/BasicRenderBatching/BasicBatching.unity
  2. 3
      Assets/BasicRenderBatching/Scripts/MiniProfiler.cs
  3. 8
      Assets/BasicRenderBatching/Scripts/PopulateScene.cs
  4. 82
      Assets/BasicRenderBatching/Prefabs/cube.prefab
  5. 8
      Assets/BasicRenderBatching/Prefabs/cube.prefab.meta
  6. 82
      Assets/BasicRenderBatching/Prefabs/cylinder.prefab
  7. 8
      Assets/BasicRenderBatching/Prefabs/cylinder.prefab.meta
  8. 82
      Assets/BasicRenderBatching/Prefabs/sphere.prefab
  9. 8
      Assets/BasicRenderBatching/Prefabs/sphere.prefab.meta

7
Assets/BasicRenderBatching/BasicBatching.unity


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3
Assets/BasicRenderBatching/Scripts/MiniProfiler.cs


RecorderEntry[] recordersList =
{
new RecorderEntry() { name="RenderLoop.Draw" },
/*
new RecorderEntry() { name="Camera.Render" },
new RecorderEntry() { name="GUI.Repaint" },
new RecorderEntry() { name="PrepareValues" },

new RecorderEntry() { name="BindBuffers" },
new RecorderEntry() { name="Gfx.ProcessCommand" },
*/
};
void Awake()

8
Assets/BasicRenderBatching/Scripts/PopulateScene.cs


public class PopulateScene : MonoBehaviour {
public GameObject m_ObjectPrefab; //
public GameObject[] m_ObjectsPrefab = new GameObject[4];
public Transform m_CenterPoint;
public Material m_Material;

// int i = z * m_CubesRow + x;
float fX = (x - (m_GridWidth / 2)) * 2;
float fY = 0.0f;
float fY = Random.Range(-0.5f, 0.5f);
m_Objects[iIndex] = Instantiate(m_ObjectPrefab, vPos, m_CenterPoint.rotation) as GameObject;
int r = Random.Range(0, 3);
m_Objects[iIndex] = Instantiate(m_ObjectsPrefab[r], vPos, m_CenterPoint.rotation) as GameObject;
if (m_DifferentColors)
{

82
Assets/BasicRenderBatching/Prefabs/cube.prefab


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82
Assets/BasicRenderBatching/Prefabs/cylinder.prefab


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Assets/BasicRenderBatching/Prefabs/sphere.prefab


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