/// <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); } }
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); }