The Decaling class traverses the filtered mesh (see IMeshFilters.FilterIn), generates zero or more DecalingBatch values for each mesh sector that intersects with a decal texture, and puts an explicit mark on it (see MeshTree.SectorMark), if it has at least one batch.
Use DecalAdd, DecalRemove and DecalRemoveAll to manage the list of IDecal objects that are processed by the Decaling object. During processing of each IDecal object, zero or more DecalingBatch values are produced.
The following vertex data semantics are used by this class:
Creates a new instance of Decaling.
Adds the given decal texture.
The given decal in will be added to the end of the decal texture list. To define the order in which decal textures are processed, the calling code should not rely on the list ordering, but should make use of IDecal.Priority instead.
Marks the given decal texture as dirty, to force re-computation.
The Decaling class detects changes automatically by querying the following members:
Returns the list of decal textures.