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bool | isSetup => activeParticles != null |
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Material | CreateMaterial (Shader shader) |
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virtual void | Clear () |
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virtual void | CreateBatches () |
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void | CloseBatches () |
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ObiSolver | m_Solver |
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List< IndirectRenderBatch
< Vector4 > > | batchList = new List<IndirectRenderBatch<Vector4>>() |
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ObiNativeList< int > | activeParticles |
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GraphicsBuffer | hashtable |
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GraphicsBuffer | chunkCoords |
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GraphicsBuffer | voxelToVertex |
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GraphicsBuffer | trisDispatchBuffer |
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GraphicsBuffer | verts |
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GraphicsBuffer | vertexAdjacency |
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GraphicsBuffer | edges2D |
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GraphicsBuffer | edges3D |
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GraphicsBuffer | edgeTable2D |
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GraphicsBuffer | edgeTable3D |
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Material | surface_Material |
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Material | thickness_Material |
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LocalKeyword | shader2DFeature |
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static ProfilerMarker | m_SetupRenderMarker = new ProfilerMarker("SetupSurfaceMeshing") |
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static ProfilerMarker | m_RenderMarker = new ProfilerMarker("SurfaceMeshing") |
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static ProfilerMarker | m_ChunkMarker = new ProfilerMarker("ChunkGeneration") |
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static ProfilerMarker | m_SDFMarker = new ProfilerMarker("BuildSDF") |
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static ProfilerMarker | m_SurfaceMarker = new ProfilerMarker("BuildSurface") |
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static ProfilerMarker | m_TriangulateMarker = new ProfilerMarker("Triangulation") |
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static ProfilerMarker | m_SmoothingMarker = new ProfilerMarker("LaplacianSmoothing") |
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Oni.RenderingSystemType | typeEnum [get] |
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RendererSet
< ObiFluidSurfaceMesher > | renderers [get] |
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uint | usedChunkCount [get] |
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RendererSet< T > | renderers [get] |
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bool IRenderSystem. | isEmpty [get] |
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uint | tier [get] |
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Oni.RenderingSystemType | typeEnum [get] |
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bool | isEmpty [get] |
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uint | usedChunkCount [get] |
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The documentation for this class was generated from the following file:
- Assets/Obi/Scripts/Common/Backends/Compute/Rendering/Fluid/ComputeFluidMesherSystem.cs