void ApplyMesh(Mesh mesh, IList <Quad> quads, IList <Vector3> vertsShared, IList <Vector2> uvs, IList <Vector3> normsShared = null, bool indep = false) { var verts = indep ? Quad.ToVertsIndep(quads, vertsShared) : ListTool.IListToArray(vertsShared); var indices = Quad.ToIndices(quads, indep); mesh.vertices = verts; mesh.uv = Quad.ToUVsIndep(quads); mesh.SetIndices(indices, MeshTopology.Triangles, 0); if (normsShared != null) { mesh.normals = Quad.ToNormals(quads, normsShared, indep); } if (recalculateNormals) { mesh.RecalculateNormals(); } if (recalculateTangents) { mesh.RecalculateTangents(); } }
public void ApplyShared() { _mesh.vertices = Quad.ToVertsIndep(quads, vertexShared); _mesh.triangles = Quad.ToIndices(quads, true); }