//@ Rendered 1Drawcall Mesh for debug order by IV array. // -fEpsilonForZFight : For not to hide or override, give it to some hovering space. public int DrawNewRendermeshIV(int iIDX_, Vector3[] arrV3VB, int[] arriIV, Color colorUser_, float fEpsilonForZFight, float fScale) { DeleteDrawMesh(iIDX_); GameObject gorendermeshSource = new GameObject(); CRenderMeshDebug renderMeshNew = gorendermeshSource.AddComponent <CRenderMeshDebug>(); renderMeshNew.DrawMesh_user(iIDX_, arrV3VB, arriIV, colorUser_, fScale, fEpsilonForZFight); m_listRenderMesh.Add(renderMeshNew); return(m_listRenderMesh.Count - 1); }
//@ Rendered 1Drawcall Mesh for debug order by Sequencial VB array. public int DrawNewRendermesh(int iIDX_, Vector3[] arrV3VB, Color colorUser_, float fEpsilonForZFight, float fScale) { if (null == m_renderMeshSource) { return(-1); } CRenderMeshDebug renderMeshNew = (CRenderMeshDebug)GameObject.Instantiate(m_renderMeshSource); DeleteDrawMesh(iIDX_); int[] arriIV_ = new int[arrV3VB.Length]; for (int iIV = 0; iIV < arriIV_.Length; ++iIV) { arriIV_[iIV] = iIV; } renderMeshNew.DrawMesh_user(iIDX_, arrV3VB, arriIV_, colorUser_, fScale, fEpsilonForZFight); m_listRenderMesh.Add(renderMeshNew); return(iIDX_); }