public void SetTriangles(List <int> triangles, int submesh, [UnityEngine.Internal.DefaultValue("true")] bool calculateBounds) { if (this.CheckCanAccessSubmeshTriangles(submesh)) { this.SetTrianglesImpl(submesh, Mesh.ExtractArrayFromList(triangles), this.SafeLength <int>(triangles), calculateBounds); } }
private void GetListForChannel <T>(List <T> buffer, int capacity, Mesh.InternalShaderChannel channel, int dim, Mesh.InternalVertexChannelType channelType) { buffer.Clear(); if (!this.canAccess) { this.PrintErrorCantAccessMesh(channel); } else if (this.HasChannel(channel)) { this.PrepareUserBuffer <T>(buffer, capacity); this.GetArrayFromChannelImpl(channel, channelType, dim, Mesh.ExtractArrayFromList(buffer)); } }
private void GetUVsInternal <T>(List <T> uvs, int uvIndex, int dim) { Mesh.InternalShaderChannel uVChannel = this.GetUVChannel(uvIndex); Mesh.ResizeList(uvs, this.vertexCount); this.GetArrayFromChannelImpl(uVChannel, Mesh.InternalVertexChannelType.Float, dim, Mesh.ExtractArrayFromList(uvs)); }
private void SetListForChannel <T>(Mesh.InternalShaderChannel channel, List <T> values) { this.SetSizedArrayForChannel(channel, Mesh.InternalVertexChannelType.Float, Mesh.DefaultDimensionForChannel(channel), Mesh.ExtractArrayFromList(values), this.SafeLength <T>(values)); }
private void SetListForChannel <T>(Mesh.InternalShaderChannel channel, Mesh.InternalVertexChannelType format, int dim, List <T> values) { this.SetSizedArrayForChannel(channel, format, dim, Mesh.ExtractArrayFromList(values), this.SafeLength <T>(values)); }