public void Render(int startIndex, int count) { MaterialFactory.GetMaterial( PlatformRenderer.Blending, PlatformRenderer.ZTest, PlatformRenderer.ZWrite, PlatformRenderer.Shader, PlatformRenderer.Textures[0], PlatformRenderer.Textures[1] ).SetPass(0); // unityMesh.Clear(true); UploadVertices(); var indices = new int[count]; Array.Copy(source.Indices, startIndex, indices, 0, count); unityMesh.triangles = indices; PlatformRenderer.SetViewportAndProject(); UnityEngine.Graphics.DrawMeshNow(unityMesh, UnityEngine.Matrix4x4.identity); }