Reimplemented from RenderDataObj.
Definition at line 11 of file RenderDataObjAdd.cs.
12 {
15 int num = ((p.tile > 0f) ? 1 : (-1));
16 float num2 = p.tile + ((float)
tilePos.x + (
float)tilePos.y * meshPass.
pmesh.
tiling.x) * (
float)num;
18 {
19 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
21 }
22 else
23 {
25 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
28 }
33 {
36 }
37 meshBatch.
tiles[meshPass.
idx] = num2;
40 {
41 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
43 }
44 else
45 {
47 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num +
addPos.x * (
float)num;
50 }
53 {
55 }
57 {
61 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
63 meshBatch.
matrices[meshPass.
idx].m23 = p.z + offset.z - 0.01f;
68 {
71 }
72 meshBatch.
tiles[meshPass.
idx] = num2;
75 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num +
addPos.x * (
float)num;
80 {
82 }
83 }
84 }
List< MeshBatch > batches
static SubPassData Current
References addPos, MeshPass.batches, MeshPass.batchIdx, MeshPass.batchSize, MeshPassParam.color, MeshBatch.colors, SubPassData.Current, SubPassData.enable, RenderData.hasSnowPass, RenderData.hasSubPass, MeshPass.idx, RenderParam.liquidLv, MeshPassParam.matColor, MeshBatch.matColors, MeshBatch.matrices, RenderParam.NewVector3, MeshPass.NextBatch(), RenderData.offset, SubPassData.offset, RenderData.pass, MeshPass.pmesh, SubPassData.rotation, SubPassData.scale, MeshPassParam.snow, MeshPass.snowPass, MeshPass.subPass, tilePos, MeshBatch.tiles, and ProceduralMesh.tiling.