void OnDestroy() { if (m_Mesh != null) { m_Mesh.Release(); m_Mesh = null; } }
private bool m_MeshChanged; //标记mesh是否需要重构,将Mesh的重新计算延迟到下一帧 void Awake() { RecalculateMatrix(); m_Mesh = new DPProjectorMesh(); m_Mesh.RebuildMesh(m_Projector); }