Use all cameras and rely on layers for culling

Also cleanup some stuff
This commit is contained in:
Andrew Cassidy 2020-05-29 21:15:33 -07:00
parent 1287e729eb
commit d5038e19bc

View File

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