public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride)
		{
			IndexedMesh mesh = new IndexedMesh();
			mesh.TriangleCount = numTriangleIndices;
			mesh.TriangleIndexBase = triangleIndexBase;
			mesh.TriangleIndexStride = triangleIndexStride;
			mesh.VertexBase = vertexBase;
			mesh.VertexCount = numVertices;
			mesh.VertexStride = vertexStride;

			AddIndexedMesh(mesh);
		}
        public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride)
        {
            IndexedMesh mesh = new IndexedMesh();

            mesh.TriangleCount       = numTriangleIndices;
            mesh.TriangleIndexBase   = triangleIndexBase;
            mesh.TriangleIndexStride = triangleIndexStride;
            mesh.VertexBase          = vertexBase;
            mesh.VertexCount         = numVertices;
            mesh.VertexStride        = vertexStride;

            AddIndexedMesh(mesh);
        }
 public void AddIndexedMesh(IndexedMesh indexedMesh)
 {
     _indexedMeshes.Add(indexedMesh);
 }
 public void AddIndexedMesh(IndexedMesh indexedMesh)
 {
     _indexedMeshes.Add(indexedMesh);
 }