public void RenderParts(ExposedList <SubmeshInstruction> instructions, int startSubmesh, int endSubmesh)
        {
            LazyIntialize();

            // STEP 1: Create instruction
            var smartMesh = buffers.GetNextMesh();

            currentInstructions.SetWithSubset(instructions, startSubmesh, endSubmesh);
            bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);

            // STEP 2: Generate mesh buffers.
            var currentInstructionsSubmeshesItems = currentInstructions.submeshInstructions.Items;

            meshGenerator.Begin();
            if (currentInstructions.hasActiveClipping)
            {
                for (int i = 0; i < currentInstructions.submeshInstructions.Count; i++)
                {
                    meshGenerator.AddSubmesh(currentInstructionsSubmeshesItems[i], updateTriangles);
                }
            }
            else
            {
                meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
            }

            buffers.UpdateSharedMaterials(currentInstructions.submeshInstructions);

            // STEP 3: modify mesh.
            var mesh = smartMesh.mesh;

            if (meshGenerator.VertexCount <= 0)               // Clear an empty mesh
            {
                updateTriangles = false;
                mesh.Clear();
            }
            else
            {
                meshGenerator.FillVertexData(mesh);
                if (updateTriangles)
                {
                    meshGenerator.FillTriangles(mesh);
                    meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
                }
                else if (buffers.MaterialsChangedInLastUpdate())
                {
                    meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
                }
            }
            meshGenerator.FillLateVertexData(mesh);

            meshFilter.sharedMesh = mesh;
            smartMesh.instructionUsed.Set(currentInstructions);
        }
Exemple #2
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		public void RenderParts(ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh)
		{
			LazyIntialize();
			MeshRendererBuffers.SmartMesh nextMesh = buffers.GetNextMesh();
			currentInstructions.SetWithSubset(instructions, startSubmesh, endSubmesh);
			bool flag = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, nextMesh.instructionUsed);
			SubmeshInstruction[] items = currentInstructions.submeshInstructions.Items;
			meshGenerator.Begin();
			if (currentInstructions.hasActiveClipping)
			{
				for (int i = 0; i < currentInstructions.submeshInstructions.Count; i++)
				{
					meshGenerator.AddSubmesh(items[i], flag);
				}
			}
			else
			{
				meshGenerator.BuildMeshWithArrays(currentInstructions, flag);
			}
			buffers.UpdateSharedMaterials(currentInstructions.submeshInstructions);
			Mesh mesh = nextMesh.mesh;
			if (meshGenerator.VertexCount <= 0)
			{
				flag = false;
				mesh.Clear();
			}
			else
			{
				meshGenerator.FillVertexData(mesh);
				if (flag)
				{
					meshGenerator.FillTriangles(mesh);
					meshRenderer.sharedMaterials = buffers.GetUpdatedShaderdMaterialsArray();
				}
				else if (buffers.MaterialsChangedInLastUpdate())
				{
					meshRenderer.sharedMaterials = buffers.GetUpdatedShaderdMaterialsArray();
				}
			}
			meshFilter.sharedMesh = mesh;
			nextMesh.instructionUsed.Set(currentInstructions);
		}