예제 #1
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 extern private void InternalSetVertexBufferData(int stream, IntPtr data, int dataStart, int meshBufferStart, int count, int elemSize, UnityEngine.Rendering.MeshUpdateFlags flags);
예제 #2
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 extern private void InternalSetVertexBufferDataFromArray(int stream, System.Array data, int dataStart, int meshBufferStart, int count, int elemSize, UnityEngine.Rendering.MeshUpdateFlags flags);
예제 #3
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 [NativeMethod("RecalculateTangents")]   extern private void RecalculateTangentsImpl(UnityEngine.Rendering.MeshUpdateFlags flags);
예제 #4
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 extern private void SetAllSubMeshesAtOnceFromNativeArray(IntPtr desc, int start, int count, UnityEngine.Rendering.MeshUpdateFlags flags = UnityEngine.Rendering.MeshUpdateFlags.Default);
예제 #5
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 extern private void SetAllSubMeshesAtOnceFromArray(SubMeshDescriptor[] desc, int start, int count, UnityEngine.Rendering.MeshUpdateFlags flags = UnityEngine.Rendering.MeshUpdateFlags.Default);
예제 #6
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 extern public void SetSubMesh(int index, SubMeshDescriptor desc, UnityEngine.Rendering.MeshUpdateFlags flags = UnityEngine.Rendering.MeshUpdateFlags.Default);
예제 #7
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 extern private void SetNativeArrayForChannelImpl(VertexAttribute channel, VertexAttributeFormat format, int dim, IntPtr values, int arraySize, int valuesStart, int valuesCount, UnityEngine.Rendering.MeshUpdateFlags flags);