public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV) { int triCount = InternalMeshUtil.CalcTriangleCount(src); int uvCount = triUV.Length; if (uvCount != 3 * triCount) { Debug.LogError("mesh contains " + triCount + " triangles but " + uvCount + " uvs are provided"); return; } SetPerTriangleUV2NoCheck(src, triUV); }
/// <summary> /// <para>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</para> /// </summary> /// <param name="src"></param> /// <param name="triUV"></param> public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV) { int num = InternalMeshUtil.CalcTriangleCount(src); int length = triUV.Length; if (length != 3 * num) { Debug.LogError((object)("mesh contains " + (object)num + " triangles but " + (object)length + " uvs are provided")); } else { MeshUtility.SetPerTriangleUV2NoCheck(src, triUV); } }
/// <summary> /// <para>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</para> /// </summary> /// <param name="src"></param> /// <param name="triUV"></param> public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV) { int num = InternalMeshUtil.CalcTriangleCount(src); int length = triUV.Length; if (length != (3 * num)) { Debug.LogError(string.Concat(new object[] { "mesh contains ", num, " triangles but ", length, " uvs are provided" })); } else { SetPerTriangleUV2NoCheck(src, triUV); } }
public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV) { if (triUV == null) { throw new ArgumentNullException("triUV"); } int triCount = InternalMeshUtil.CalcTriangleCount(src), uvCount = triUV.Length; if (uvCount != 3 * triCount) { Debug.LogError("mesh contains " + triCount + " triangles but " + uvCount + " uvs are provided"); return; } SetPerTriangleUV2NoCheck(src, triUV); }
public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV) { int num = InternalMeshUtil.CalcTriangleCount(src); int num2 = triUV.Length; if (num2 != 3 * num) { Debug.LogError(string.Concat(new object[] { "mesh contains ", num, " triangles but ", num2, " uvs are provided" })); return; } MeshUtility.SetPerTriangleUV2NoCheck(src, triUV); }