/// <summary> /// Generates the front mesh of the water. Texture tiling is applied. /// </summary> private void GenerateFrontMeshWithTiling() { if (frontMeshRend.sharedMaterial == null) { return; } SetFrontMeshUnitsPerUV(); GenerateFrontMeshDataWithTiling(); ParentDMesh.GenerateTriangles(xSegments, ySegments, xVerts); }
/// <summary> /// Generates the front mesh of the water. No texture tiling is applied. /// </summary> private void GenerateFrontMeshNoTiling() { if (GetComponent <Renderer>().sharedMaterial == null) { return; } SetFrontMeshUnitsPerUV(); GenerateFrontMeshDataNoTiling(); ParentDMesh.GenerateTriangles(xSegments, ySegments, xVerts); }