public void spawnDelauney(int vertices, float size) { iDelauney = new Delauney(); iDelauney.createDelauney(vertices, size, iTerrain); iDelauneyObject = new GameObject("iDelauney"); iDelauneyObject.transform.parent = iSelf.transform; iDelauneyObject.AddComponent <MeshFilter> (); iDelauneyObject.AddComponent <MeshRenderer> (); iDelauneyObject.AddComponent <CustomRender> (); workingMesh = new Mesh(); iDelauneyObject.GetComponent <MeshFilter> ().mesh = workingMesh; workingMesh.vertices = iDelauney.getVertices(); workingMesh.triangles = iDelauney.getTriangles(); workingMesh.RecalculateNormals(); iDelauneyObject.GetComponent <CustomRender> ().passColor(iLineColor); iDelauneyObject.GetComponent <CustomRender> ().CreateLinesFromMesh(); iDelauneyObject.GetComponent <Renderer> ().material = iMaterial01; spawnBackfaceObject(); }
private void spawnBackfaceObject() { GameObject workingObject = new GameObject("iDelauney Backfaces"); workingObject.transform.parent = iSelf.transform; workingObject.AddComponent <MeshFilter> (); workingObject.AddComponent <MeshRenderer> (); workingMesh = new Mesh(); workingObject.GetComponent <MeshFilter> ().mesh = workingMesh; workingMesh.vertices = iDelauney.getVertices(); workingMesh.triangles = iDelauney.getTriangles(); // mesh.triangles = mesh.triangles.Reverse (); workingMesh.RecalculateNormals(); workingMesh.triangles = workingMesh.triangles.Reverse().ToArray(); workingObject.GetComponent <Renderer>().material = iMaterial01; workingObject.GetComponent <Renderer> ().receiveShadows = false; }