Reimplemented from RenderDataObj.
Definition at line 9 of file RenderDataObjV.cs.
10 {
11 bool flag = false;
14 int num = ((p.tile > 0f) ? 1 : (-1));
16 {
17 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
19 }
20 else
21 {
23 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
26 }
31 {
34 }
36 {
37 meshBatch.
tiles[meshPass.
idx] = p.tile - meshPass.pmesh.tiling.x * (float)num;
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;
50 }
53 {
55 }
56 }
58 {
59 return;
60 }
64 meshBatch.
matrices[meshPass.
idx].m03 = p.x + offset.x * (float)num;
71 {
74 }
76 {
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;
85 {
87 }
88 }
89 }
List< MeshBatch > batches
static GameSetting.RenderSetting renderSetting
static SubPassData Current
References 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, RenderData.multiSize, RenderParam.NewVector3, MeshPass.NextBatch(), RenderData.offset, SubPassData.offset, RenderData.pass, MeshPass.pmesh, RenderData.renderSetting, SubPassData.rotation, SubPassData.scale, ProceduralMesh.size, MeshPassParam.snow, MeshPass.snowPass, RenderDataTile.snowZ, MeshPass.subPass, MeshBatch.tiles, and ProceduralMesh.tiling.