Esempio n. 1
0
 /// <summary>
 /// Clears the mesh data, ready for nextNormIndex new mesh build
 /// </summary>
 public void Clear()
 {
     vertices.Clear();
     uv.Clear();
     triangles.Clear();
     tangents.Clear();
     bounds.center = Vector3.zero;
     bounds.size   = Vector3.zero;
     subTriangles.Clear();
     subTriangles.Add(0, new List <int>());
     _subMeshes = 1;
     _overflow  = null;
 }
Esempio n. 2
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 private bool MeshOverflow(int numberOfNewVerts)
 {
     if (_overflow != null)
     {
         return(true);
     }
     if (numberOfNewVerts + vertexCount >= 65000)
     {
         _overflow = new DynamicMesh(string.Format("{0}{1}", mesh.name, "i"));
         return(true);
     }
     return(false);
 }
Esempio n. 3
0
 /// <summary>
 /// Clears the mesh data, ready for nextNormIndex new mesh build
 /// </summary>
 public void Clear()
 {
     vertices.Clear();
     uv.Clear();
     triangles.Clear();
     tangents.Clear();
     bounds.center = Vector3.zero;
     bounds.size = Vector3.zero;
     subTriangles.Clear();
     subTriangles.Add(0, new List<int>());
     _subMeshes = 1;
     _overflow = null;
 }
Esempio n. 4
0
 private bool MeshOverflow(int numberOfNewVerts)
 {
     if (_overflow != null)
         return true;
     if (numberOfNewVerts + vertexCount >= 65000)
     {
         _overflow = new DynamicMesh(string.Format("{0}{1}", mesh.name, "i"));
         return true;
     }
     return false;
 }