Internal_DrawMeshInstanced() private méthode

private Internal_DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, int layer, Camera camera ) : void
mesh Mesh
submeshIndex int
material Material
matrices Matrix4x4
count int
properties MaterialPropertyBlock
castShadows ShadowCastingMode
receiveShadows bool
layer int
camera Camera
Résultat void
 public static void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, Matrix4x4[] matrices, [UnityEngine.Internal.DefaultValue("matrices.Length")] int count, [UnityEngine.Internal.DefaultValue("null")] MaterialPropertyBlock properties, [UnityEngine.Internal.DefaultValue("ShadowCastingMode.On")] ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows, [UnityEngine.Internal.DefaultValue("0")] int layer, [UnityEngine.Internal.DefaultValue("null")] Camera camera)
 {
     if (!SystemInfo.supportsInstancing)
     {
         throw new InvalidOperationException("Instancing is not supported.");
     }
     if (mesh == null)
     {
         throw new ArgumentNullException("mesh");
     }
     if (submeshIndex < 0 || submeshIndex >= mesh.subMeshCount)
     {
         throw new ArgumentOutOfRangeException("submeshIndex", "submeshIndex out of range.");
     }
     if (material == null)
     {
         throw new ArgumentNullException("material");
     }
     if (matrices == null)
     {
         throw new ArgumentNullException("matrices");
     }
     if (count < 0 || count > Mathf.Min(Graphics.kMaxDrawMeshInstanceCount, matrices.Length))
     {
         throw new ArgumentOutOfRangeException("count", string.Format("Count must be in the range of 0 to {0}.", Mathf.Min(Graphics.kMaxDrawMeshInstanceCount, matrices.Length)));
     }
     if (count > 0)
     {
         Graphics.Internal_DrawMeshInstanced(mesh, submeshIndex, material, matrices, count, properties, castShadows, receiveShadows, layer, camera);
     }
 }