void MakeFace(int faceDir, float faceScale, Vector3 facePos) { vertices.AddRange(CubeMeshData.faceVerteices(faceDir, faceScale, facePos)); int vCount = vertices.Count;// == 4 triangles.Add(vCount - 4 + 0); triangles.Add(vCount - 4 + 1); triangles.Add(vCount - 4 + 2); triangles.Add(vCount - 4 + 0); triangles.Add(vCount - 4 + 2); triangles.Add(vCount - 4 + 3); }
void MakeFace(FaceDirection faceDir, float faceScale, Vector3 facePos) { vertices.AddRange(CubeMeshData.faceVerteices(faceDir, faceScale, facePos));// get the cooked vertices of faces int vCount = vertices.Count; // put the triangle order in a sequence; triangles = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7...} triangles.Add(vCount - 4 + 0); // 0 relative pos of a face 0- -3 triangles.Add(vCount - 4 + 1); // 1 relative pos of a face | | triangles.Add(vCount - 4 + 2); // 2 relative pos of a face 1- -2 triangles.Add(vCount - 4 + 0); // 0 relative pos of a face triangles.Add(vCount - 4 + 2); // 2 relative pos of a face triangles.Add(vCount - 4 + 3); // 3 relative pos of a face }