private void GenerateChunkMesh() { ChunkMeshGenerationJob meshGenerationJob = new ChunkMeshGenerationJob() { cornerTable = MarchingCubes.cornerTable, edgeTable = MarchingCubes.edgeTable, triangleTable = MarchingCubes.triangleTable, vertices = _chunkMeshVertices, numElements = _chunkNumElements, terrainHeightMap = _chunkHeightMap, terrainSurfaceLevel = surfaceLevel, axisDimensionsInCubes = new int3(width + 1, height + 1, depth + 1), numNodesPerAxis = new int3(width + 2, height + 2, depth + 2), }; if (animateCubeMarching) { meshGenerationJob.numCubes = _currentMarchingCubeCounter; } else { meshGenerationJob.numCubes = _totalNumCubes; } meshGenerationJob.Schedule().Complete(); }
private void GenerateChunkMesh() { ChunkMeshGenerationJob meshGenerationJob = new ChunkMeshGenerationJob() { cornerTable = MarchingCubes.cornerTable, edgeTable = MarchingCubes.edgeTable, triangleTable = MarchingCubes.triangleTable, vertices = _meshVertices, numElements = _numElements, terrainHeightMap = _heightMap, terrainSurfaceLevel = 0, axisDimensionsInCubes = new int3(1, 1, 1), numNodesPerAxis = new int3(2, 2, 2), }; meshGenerationJob.Schedule().Complete(); ConstructChunkMesh(); }