using System; using System.Collections; using System.Collections.Generic; using Unity.Collections.LowLevel.Unsafe; using UnityEngine; namespace SLZ.CustomStaticBatching { [Serializable] public struct CombineRendererSettings { public PackedChannel.VtxFormats[] GetVertexFormats() { PackedChannel.VtxFormats[] outp = new PackedChannel.VtxFormats[serializedVtxFormats.Length]; for (int i = 0; i < serializedVtxFormats.Length; i++) { outp[i] = (PackedChannel.VtxFormats)serializedVtxFormats[i]; } return outp; } public byte[] serializedVtxFormats; public bool allow32bitIdx; public int maxCombined32Idx; public bool splitMultiMaterialMeshes; public bool[] altStream; public CombineRendererSettings(bool initialize) { serializedVtxFormats = new byte[PackedChannel.NUM_VTX_CHANNELS]; if (initialize) { for (int i = 0; i < PackedChannel.NUM_VTX_CHANNELS; i++) { serializedVtxFormats[i] = (byte)PackedChannel.VtxFormats.Float32; } } altStream = new bool[PackedChannel.NUM_VTX_CHANNELS]; allow32bitIdx = true; splitMultiMaterialMeshes = false; maxCombined32Idx = 1 << 23; } } public interface ICSBIndexer { } }