private void BuildVertexMesh(ProBuilderMesh mesh, Mesh target, IList <int> indexes) { if (IsGeometryShadersSupported) { PBUtility.BuildVertexMesh(mesh.positions, m_color, target, indexes); } else { PBUtility.BuildVertexMeshLegacy(mesh.positions, m_color, target, indexes); } }
private void BuildVertexMesh(IList <Vector3> positions, Mesh target) { PBUtility.BuildVertexMesh(positions, m_vertexColor, target); }