private void AddQuad(VertexElement rVertexElement, Vector3[] rQuadPositions, Color32 rColor, Vector3[] rQuadUVs) { int startIndex = rVertexElement.Vertices.Count; for (int i = 0; i < 4; ++i) { rVertexElement.AddVert(rQuadPositions[i], rColor, rQuadUVs[i]); } rVertexElement.AddTriangle(startIndex, startIndex + 1, startIndex + 2); rVertexElement.AddTriangle(startIndex + 2, startIndex + 3, startIndex); }
private void AddQuad(VertexElement rVertexElement, Vector2 rPosMin, Vector2 rPosMax, Color32 rColor, Vector2 rUvMin, Vector2 rUvMax) { int nStartIndex = rVertexElement.Vertices.Count; rVertexElement.AddVert(new Vector3(rPosMin.x, rPosMin.y, 0), rColor, new Vector2(rUvMin.x, rUvMin.y)); rVertexElement.AddVert(new Vector3(rPosMin.x, rPosMax.y, 0), rColor, new Vector2(rUvMin.x, rUvMax.y)); rVertexElement.AddVert(new Vector3(rPosMax.x, rPosMax.y, 0), rColor, new Vector2(rUvMax.x, rUvMax.y)); rVertexElement.AddVert(new Vector3(rPosMax.x, rPosMin.y, 0), rColor, new Vector2(rUvMax.x, rUvMin.y)); rVertexElement.AddTriangle(nStartIndex, nStartIndex + 1, nStartIndex + 2); rVertexElement.AddTriangle(nStartIndex + 2, nStartIndex + 3, nStartIndex); }