TexturingResult

Description

sealed class Tinman.Terrain.Meshing.TexturingResult

A shared buffer for the results of IBatchRendererBase.ComputeBatches of Texturing.

If an application uses many Texturing objects that use the same TextureAtlas as their ITextureCacheDependent.TextureCache, the order in which texture tiles are loaded may be unfair, where the first Texturing objects consume all the tile lookup jobs (see TextureAtlas.TileLookupCount) and the subsequent objects have to wait for them. By using a shared result buffer, the tile lookup jobs of all Texturing objects are merged and submitted in a fair order (see Submit).

See also

Texturing.Result

Public / Constructors

Texturing​Result


public constructor TexturingResult → ()

Creates a new instance of TexturingResult.

Public / Methods

Clear


public method Clear → ()

Clears all buffered texturing results.

Submit


public method Submit → (1)

limit opt : int32 = 0

If greater than zero, texture tile jobs will be submitted only if their pyramid level lies inside the interval [min..min+limit], where min is the minimum pyramid level of all tiles, both existing and queued for loading. If zero or negative, all texture tile jobs are submitted.

Submits the computed texturing results by calling TextureAtlas.TileLookup on the ITextureCacheDependent.TextureCache objects of the TexturingBatch values.

After submitting the texture tile jobs, this method calls Clear.