void Start() { geo = new TGeosphere(); geo.BuildIcosahedron(); //geo.Subdivide(6); //geo.ApplyPerlinNoise(); //GetComponent<MeshFilter>().mesh = geo.GenerateMesh(); for (int region = 0; region < TGeosphere.IcosahedronTriangles; region++) { GameObject regionObject = Instantiate(GeosphereRegionPrefab, transform.position, transform.rotation) as GameObject; //regionObject.GetComponent<MeshFilter>().mesh = geo.GenerateMesh(region); regionObject.transform.parent = transform; regions.Add(regionObject); } }
public TGeosphere(TGeosphere sourceGeo) { }