void SetVectors() { GeometryProvider.Icosahedron(vectors, indices); sphereSpacing = scale * (float)timesToSubdivide; for (var i = 0; i < timesToSubdivide; i++) { GeometryProvider.Subdivide(vectors, indices, true); } // // commented Debug.Log("start, vectorsc:"+vectors.Count); }
public void BuildSphere() { var vectors = new List <Vector3>(); var indices = new List <int>(); GeometryProvider.Icosahedron(vectors, indices); for (var i = 0; i < detailLevel; i++) { GeometryProvider.Subdivide(vectors, indices, true); } /// normalize vectors to "inflate" the icosahedron into a sphere. for (var i = 0; i < vectors.Count; i++) { vectors [i] = Vector3.Normalize(vectors [i]); } }