14 int num = ((p.tile > 0f) ? 1 : (-1));
17 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
23 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
37 meshBatch.
tiles[meshPass.
idx] = p.tile - meshPass.pmesh.tiling.x * (float)num;
41 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
47 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
64 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
77 meshBatch.
tiles[meshPass.
idx] = p.tile - meshPass.pmesh.tiling.x * (float)num;
80 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
82 meshBatch.
matrices[meshPass.
idx].m23 = p.z + offset.z + RenderData.renderSetting.vFix.z +
snowZ;
List< MeshBatch > batches
override bool ForceAltHeldPosition
override void Draw(RenderParam p)
static GameSetting.RenderSetting renderSetting
static SubPassData Current