public void RenderMesh()
    {
        //Resources.UnloadUnusedAssets();

        int i;

        mFilter = gameObject.GetComponent <MeshFilter>();
        FractalRenderState state;

        state.centerPos = new Vector3(0, 0, 0);
        state.rotation  = Quaternion.identity;

        RenderNodeRec(state, startNode);

        int indicesTotal = 0;

        for (i = 0; i < startNode.submeshCount; i++)
        {
            indicesTotal += indicesCount[i];
        }

        Debug.Log("Render summary: Vertices count = " + verticesCount + " Indices count = " + indicesTotal + " (" + fractalType.ToString() + ")");

        //Mesh mesh = new Mesh();
        mFilter.mesh.subMeshCount = startNode.submeshCount;
        //mFilter.mesh.hideFlags = HideFlags.None;
        mFilter.mesh.vertices = vertices;

        for (i = 0; i < startNode.submeshCount; i++)
        {
            mFilter.mesh.SetTriangles(indices[i], i);
        }

        if (renderNormals)
        {
            mFilter.mesh.normals = normals;
        }
        if (renderUV1s)
        {
            mFilter.mesh.uv = uvs;
        }
        if (renderUV2s)
        {
            mFilter.mesh.uv2 = uv2s;
        }
        if (renderUV3s)
        {
            mFilter.mesh.uv3 = uv3s;
        }
        if (renderUV4s)
        {
            mFilter.mesh.uv4 = uv4s;
        }
        if (renderTangents)
        {
            mFilter.mesh.tangents = tangents;
        }

        //mFilter.mesh = mesh;
    }
    public void RenderMesh()
    {
        mFilter = gameObject.GetComponent <MeshFilter>();
        FractalRenderState state;

        state.centerPos = new Vector3(0, 0, 0);
        state.rotation  = Quaternion.identity;

        RenderNodeRec(state, startNode);

        Debug.Log("Render summary: Vertices count = " + verticesCount + " Indices count = " + indicesCount + " (" + fractalType.ToString() + ")");

        Mesh mesh = new Mesh();

        mesh.hideFlags = HideFlags.DontSave;
        mesh.vertices  = vertices;
        mesh.triangles = indices;

        if (renderNormals)
        {
            mesh.normals = normals;
        }
        if (renderUV1s) /*mesh.uv = uv1s;*/ } {