public void AddComponent(MeshDecomposition.Component C) { fMesh submesh = new fMesh(C.triangles, mesh, C.source_vertices, true, true); fMeshGameObject submesh_go = GameObjectFactory.CreateMeshGO("component", submesh, false); submesh_go.SetMaterial(new fMaterial(CurrentMaterial)); displayComponents.Add(new DisplayMeshComponent() { go = submesh_go, source_vertices = C.source_vertices }); AppendNewGO(submesh_go, parentGO, false); }
public void AddComponent(MeshDecomposition.Component C) { fMesh submesh = new fMesh(C.triangles, mesh, C.source_vertices, true, true, true); fMeshGameObject submesh_go = GameObjectFactory.CreateMeshGO("component", submesh, true); submesh_go.SetMaterial(SourceSO.CurrentMaterial, true); submesh_go.SetLayer(SourceSO.RootGameObject.GetLayer()); displayComponents.Add(new DisplayMeshComponent() { go = submesh_go, source_vertices = C.source_vertices }); if (SourceSO.ShadowsEnabled == false) { MaterialUtil.DisableShadows(submesh_go, true, true); } SourceSO.AppendNewGO(submesh_go, SourceSO.RootGameObject, false); }