public void Set(MeshBuffer m) { if (this.mFilter == null) { this.mFilter = base.gameObject.GetComponent <MeshFilter>(); } if (this.mFilter == null) { this.mFilter = base.gameObject.AddComponent <MeshFilter>(); } if (this.mRen == null) { this.mRen = base.gameObject.GetComponent <MeshRenderer>(); } if (this.mRen == null) { this.mRen = base.gameObject.AddComponent <MeshRenderer>(); this.UpdateMaterials(); } if (m.vSize < 0xfde8) { bool rebuildIndices = m.ExtractMeshBuffers(ref this.mVerts, ref this.mUVs, ref this.mColors, ref this.mIndices); Mesh mesh = this.GetMesh(ref rebuildIndices, m.vSize); mesh.vertices = this.mVerts; mesh.uv = this.mUVs; mesh.colors = this.mColors; mesh.triangles = this.mIndices; mesh.RecalculateBounds(); this.mFilter.mesh = mesh; } else { if (this.mFilter.mesh != null) { this.mFilter.mesh.Clear(); } Debug.LogError("Too many vertices on one panel: " + m.vSize); } }
public void Set(MeshBuffer m) { if (this.mFilter == null) { this.mFilter = base.gameObject.GetComponent<MeshFilter>(); } if (this.mFilter == null) { this.mFilter = base.gameObject.AddComponent<MeshFilter>(); } if (this.mRen == null) { this.mRen = base.gameObject.GetComponent<MeshRenderer>(); } if (this.mRen == null) { this.mRen = base.gameObject.AddComponent<MeshRenderer>(); this.UpdateMaterials(); } if (m.vSize >= 65000) { if (this.mFilter.mesh != null) { this.mFilter.mesh.Clear(); } Debug.LogError(string.Concat("Too many vertices on one panel: ", m.vSize)); } else { bool flag = m.ExtractMeshBuffers(ref this.mVerts, ref this.mUVs, ref this.mColors, ref this.mIndices); Mesh mesh = this.GetMesh(ref flag, m.vSize); mesh.vertices = this.mVerts; mesh.uv = this.mUVs; mesh.colors = this.mColors; mesh.triangles = this.mIndices; mesh.RecalculateBounds(); this.mFilter.mesh = mesh; } }