/// <summary> /// Computes vertex normals for the mesh. /// </summary> private void RecalculateNormals() { ValidateDispose(); Utils.CalculateNormals(m_vertices, m_triangles, m_normals); m_vertexBufferDirty = true; MeshModified?.Invoke(); }
public static void DelDele(MeshModified del) { evtMeshModified -= del; }
public static void AddDele(MeshModified del) { evtMeshModified += del; }