create BillboardSceneNode, but isn't final design.
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@@ -55,7 +55,7 @@ private:
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cfg.local_to_world=true;
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{
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{
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cfg.mtl_name="VertexLuminance2D"; //注意必须用不同名字,未来改名材质文件名+cfg hash名
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cfg.position_format=VAT_VEC2;
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@@ -69,7 +69,7 @@ private:
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mi_plane_grid=db->CreateMaterialInstance(mtl_plane_grid,&vil_config,&white_color);
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if(!mi_plane_grid)return(false);
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pipeline_plane_grid=CreatePipeline(mi_plane_grid,InlinePipeline::Solid3D,Prim::Lines);
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pipeline_plane_grid=CreatePipeline(mi_plane_grid,InlinePipeline::Solid3D,Prim::Lines);
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if(!pipeline_plane_grid)return(false);
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}
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@@ -184,10 +184,10 @@ public:
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void BuildCommandBuffer(uint32 index) override
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{
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const CameraInfo &ci=GetCameraInfo();
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const ViewportInfo &vi=GetViewportInfo();
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const CameraInfo *ci=GetCameraInfo();
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const ViewportInfo *vi=GetViewportInfo();
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ray.Set(GetMouseCoord(),&ci,&vi); //设置射线查询的屏幕坐标点
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ray.Set(GetMouseCoord(),ci,vi); //设置射线查询的屏幕坐标点
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const Vector3f pos=ray.ClosestPoint(Vector3f(0,0,0)); //求射线上与点(0,0,0)最近的点的坐标
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