public void createGeometry(Material material) { init(); // Pass the data to the mesh meshRenderer.material = material; meshData.GenerateData(meshFilter.sharedMesh); }
public void createGeometry(Material material) { init(); // Create geometry for the chunks foreach (Chunk c in chunks) { c.createGeometry(material); } // Create simplified geometry meshRenderer.material = material; meshData.GenerateData(meshFilter.sharedMesh); }
public void createGeometry(Material material, Algorithm2 algorithm) { init(); // Generate the quads float quadSize = (new Vector3(startPoint.x, 0, endPoint.z) - startPoint).magnitude / (float)quads; for (int i = 0; i < quads; i++) { for (int j = 0; j < quads; j++) { Chunk2.createQuad((float)i * quadSize, (float)j * quadSize, quadSize, algorithm, meshData, transform); } } // Pass the data to the mesh meshRenderer.sharedMaterial = material; meshData.GenerateData(meshFilter.sharedMesh); // Recalculate bounds and normals meshFilter.sharedMesh.RecalculateBounds(); NormalSolver.RecalculateNormals(meshFilter.sharedMesh, 60); }