//渲染Mesh网格 public void RenderMesh() { foreach (Mesh mesh in meshs) { int triangles = mesh.indices.GetLength(0); for (int i = 0; i < triangles; ++i) { //应当保证p1 p2 p3是逆时针的顺序 Vertex p1 = new Vertex(mesh.vertices[mesh.indices[i, 0]]); Vertex p2 = new Vertex(mesh.vertices[mesh.indices[i, 1]]); Vertex p3 = new Vertex(mesh.vertices[mesh.indices[i, 2]]); RenderUtility.DrawTriangle(p1, p2, p3); } } }