部分范例迁移到新WorkObject/CreateMaterialInstance结构
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@@ -61,7 +61,7 @@ private:
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struct
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{
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MaterialInstance * mi;
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Mesh * r;
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Mesh * mesh;
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}render_obj[TexCount]{};
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private:
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@@ -144,14 +144,14 @@ private:
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for(uint32_t i=0;i<TexCount;i++)
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{
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render_obj[i].r=db->CreateMesh(prim_rectangle,render_obj[i].mi,pipeline);
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render_obj[i].mesh=db->CreateMesh(prim_rectangle,render_obj[i].mi,pipeline);
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if(!render_obj[i].r)
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if(!render_obj[i].mesh)
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return(false);
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offset.x=position_data[2]*float(i);
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render_root.CreateSubNode(translate(offset),render_obj[i].r);
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render_root.CreateSubNode(translate(offset),render_obj[i].mesh);
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}
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render_root.RefreshMatrix();
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