Use all cameras and rely on layers for culling

Also cleanup some stuff
feature-multiSDF
Andrew Cassidy 4 years ago
parent 1287e729eb
commit d5038e19bc

@ -15,9 +15,9 @@ namespace ConformalDecals {
// Target object data
public readonly Transform Target;
private readonly Renderer _targetRenderer;
private readonly Mesh _targetMesh;
private Boolean _projectionEnabled;
private readonly Renderer _targetRenderer;
private readonly Mesh _targetMesh;
private bool _projectionEnabled;
// property block
public readonly MaterialPropertyBlock DecalMPB;
@ -65,19 +65,11 @@ namespace ConformalDecals {
public bool Render(Material decalMaterial) {
if (_projectionEnabled) {
if (HighLogic.LoadedSceneIsEditor) {
var camera = EditorLogic.fetch.editorCamera;
foreach (var camera in Camera.allCameras) {
Graphics.DrawMesh(_targetMesh, Target.worldToLocalMatrix, decalMaterial, 0, camera, 0, DecalMPB, ShadowCastingMode.Off, true);
return true;
}
if (HighLogic.LoadedSceneIsFlight) {
foreach (var camera in FlightCamera.fetch.cameras)
{
Graphics.DrawMesh(_targetMesh, Target.worldToLocalMatrix, decalMaterial, 0, camera, 0, DecalMPB, ShadowCastingMode.Off, true);
}
return true;
}
return true;
}
return false;

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