- I only scanned the first language in reading the JSON action manifest for names
- you probably want all the names keyed on language
- You probably need to remove the singlePass (not the same as singleTexture) code from it
- Read about single-pass stereo instancing if you want to try to implement
- You definitely want replace
VertexBuffer
element hashes with CRC32 - replace
VertexElement
's instanced flag with a instanceStep integer (this is why you need a CRC32 instead)
- Add
SetElements
toVertexBuffer
, just set the elements and then callUpdateOffsets()
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https://www.microcenter.com/site/content/custom-pc-builder.aspx?load=774c7446-4192-4c79-bfdf-8d17dccf46d1 |
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#include "../Precompiled.h" | |
#include "../Physics/JiggleBone.h" | |
#include "../Core/Context.h" | |
#include "../Graphics/DebugRenderer.h" | |
#include "../Scene/Node.h" | |
/* | |
Port of http://wiki.unity3d.com/index.php?title=JiggleBone | |
to Urho3D |
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#pragma once | |
#include "../Core/Object.h" | |
namespace Urho3D | |
{ | |
/// Sound playback finished. Sent through the SoundSource's Node. | |
URHO3D_EVENT(E_SPEECHRESULT, SpeechResult) | |
{ |
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//**************************************************************************** | |
// | |
// File: LightShadow.cpp | |
// License: MIT | |
// Project: GLVU | |
// | |
//**************************************************************************** | |
#include "LightShadow.h" |
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//**************************************************************************** | |
// | |
// File: LightShadow.cpp | |
// License: MIT | |
// Project: GLVU | |
// | |
//**************************************************************************** | |
#include "LightShadow.h" |
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#include "RenderScript.h" | |
#include "Buffer.h" | |
#include "Material.h" | |
#include "GraphicsDevice.h" | |
#include "Effect.h" | |
#include "LightShadow.h" | |
#include "Packing.h" | |
#include "Renderables.h" | |
#include "Renderer.h" |
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using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using System; | |
using System.Collections.Generic; | |
using System.Runtime.InteropServices; | |
namespace DelveLib | |
{ | |
public class DecalMesh : IDisposable | |
{ |
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#include "ImmediateRender.h" | |
#include "../Core/Context.h" | |
#include "../Graphics/VertexBuffer.h" | |
#include "../Graphics/Camera.h" | |
#include "../Graphics/Graphics.h" | |
#include "../Scene/Node.h" | |
#include "../Input/Input.h" | |
#include "../Graphics/View.h" | |
#include "../Graphics/Viewport.h" |
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// Swap to pop array of structs | |
public class StructArray<T> where T : struct | |
{ | |
public T[] items_; | |
public int Count { get; private set; } | |
public int Capacity { get; private set; } | |
public StructArray(int capacity) | |
{ | |
Resize(capacity); |
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