/// <summary> /// Clears the mesh data, ready for nextNormIndex new mesh build /// </summary> public void Clear() { vertices.Clear(); uv.Clear(); triangles.Clear(); tangents.Clear(); bounds.center = Vector3.zero; bounds.size = Vector3.zero; subTriangles.Clear(); subTriangles.Add(0, new List <int>()); _subMeshes = 1; _overflow = null; }
private bool MeshOverflow(int numberOfNewVerts) { if (_overflow != null) { return(true); } if (numberOfNewVerts + vertexCount >= 65000) { _overflow = new DynamicMesh(string.Format("{0}{1}", mesh.name, "i")); return(true); } return(false); }
/// <summary> /// Clears the mesh data, ready for nextNormIndex new mesh build /// </summary> public void Clear() { vertices.Clear(); uv.Clear(); triangles.Clear(); tangents.Clear(); bounds.center = Vector3.zero; bounds.size = Vector3.zero; subTriangles.Clear(); subTriangles.Add(0, new List<int>()); _subMeshes = 1; _overflow = null; }
private bool MeshOverflow(int numberOfNewVerts) { if (_overflow != null) return true; if (numberOfNewVerts + vertexCount >= 65000) { _overflow = new DynamicMesh(string.Format("{0}{1}", mesh.name, "i")); return true; } return false; }