private void MakeFace(Directions dir, Vector3 position) { vertices.AddRange(VoxelMeshData.FaceVertices(dir, position)); triangles.Add(trianglesIndex); triangles.Add(trianglesIndex + 1); triangles.Add(trianglesIndex + 2); triangles.Add(trianglesIndex); triangles.Add(trianglesIndex + 2); triangles.Add(trianglesIndex + 3); trianglesIndex += 4; }
private static void CreateFace(Direction direction, float scale, Vector3 cubePosition) { vertices.AddRange(VoxelMeshData.FaceVertices(direction, scale, cubePosition)); int triFirstVertCount = vertices.Count - 4; //every face have 4 vertices. for example there are 4 vertices, so we need to pass in triangles 012, 023 vertices //NUMBER IN VERTICES LIST. Vertex ACTUAL number can be, for example, 1472 (west). But triangles need 012, 023 => 147, 172 triangles.Add(triFirstVertCount); triangles.Add(triFirstVertCount + 1); triangles.Add(triFirstVertCount + 2); triangles.Add(triFirstVertCount); triangles.Add(triFirstVertCount + 2); triangles.Add(triFirstVertCount + 3); }