use individual panel define as compute unit, kernel is now storage and loading unit
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@@ -200,7 +200,7 @@ namespace StgSharp
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{
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rotation = provider.SpanLengthLowPrecession;
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float angle = provider.CurrentSecond * 2;
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return (new Vec3(Scaler.Cos(angle), Scaler.Sin(angle),
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return (new Vec3(Scalar.Cos(angle), Scalar.Sin(angle),
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0)) * provider.SpanLengthLowPrecession;
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}
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@@ -214,16 +214,16 @@ namespace StgSharp
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buffer = new PlainInstancingBuffer<ParticleOnPlain>();
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for (int i = 0; i < 10; i++)
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{
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float ai = Scaler.Abs(i - 5.0f);
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float ai = Scalar.Abs(i - 5.0f);
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for (int t = 0; t < 10; t++)
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{
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float at = Scaler.Abs(t - 5.0f);
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float at = Scalar.Abs(t - 5.0f);
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ParticleOnPlain p = new ParticleOnPlain(buffer);
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((IInstancing)p).Coord = new Vec3(
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(((-5) + i) * 0.2f) + 0.1f, (((-5) + t) * 0.2f) + 0.1f, 0);
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((IInstancing)p).Scale =
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Scaler.MinOf(i, t) * 0.15f;
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Scalar.MinOf(i, t) * 0.15f;
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((IInstancing)p).Motion = new GeometryMotion(
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true, TimeProvider, DefaultRotation);
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}
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