Пример #1
0
    private int CheckMeshSize(int numberOfNewVerts)
    {
        int meshIndex = _meshes.Count - 1;

        if (meshIndex < 0)//check there is a mesh to begin with
        {
            DynamicMeshGenericMultiMaterial newMesh = new DynamicMeshGenericMultiMaterial();
            newMesh.name         = name + " " + (meshIndex + 2);
            newMesh.subMeshCount = _subMeshCount;
            _meshes.Add(newMesh);
            _vertexCount += numberOfNewVerts;
            return(0);
        }
        int newVertCount = numberOfNewVerts + _vertexCount - (meshIndex * 65000);

        if (newVertCount >= 64990 || !_meshes[meshIndex].usable)
        {
//            Debug.Log("CheckMeshSize " + meshIndex);
            DynamicMeshGenericMultiMaterial newMesh = new DynamicMeshGenericMultiMaterial();
            newMesh.name         = name + " " + (meshIndex + 2);
            newMesh.subMeshCount = _subMeshCount;
            _meshes.Add(newMesh);
            meshIndex++;
        }
//        if (newVertCount > 64990) Debug.Log(newVertCount + " " + numberOfNewVerts + " " + _vertexCount + " " + meshIndex+" "+(meshIndex*65000));
        _vertexCount += numberOfNewVerts;
        return(meshIndex);
    }
Пример #2
0
    public void ForceNewMesh()
    {
        int meshIndex = _meshes.Count - 1;

        _meshes[meshIndex].usable = false;
        DynamicMeshGenericMultiMaterial newMesh = new DynamicMeshGenericMultiMaterial();

        newMesh.name         = name + " " + (meshIndex + 2);
        newMesh.subMeshCount = _subMeshCount;
        _meshes.Add(newMesh);
        meshIndex++;
    }
 private int CheckMeshSize(int numberOfNewVerts)
 {
     int meshIndex = _meshes.Count-1;
     if(meshIndex<0)//check there is a mesh to begin with
     {
         DynamicMeshGenericMultiMaterial newMesh = new DynamicMeshGenericMultiMaterial();
         newMesh.name = name + " " + (meshIndex + 2);
         newMesh.subMeshCount = _subMeshCount;
         _meshes.Add(newMesh);
         _vertexCount += numberOfNewVerts;
         return 0;
     }
     int newVertCount = numberOfNewVerts + _vertexCount - (meshIndex*65000);
     if (newVertCount >= 64990 || !_meshes[meshIndex].usable)
     {
     //            Debug.Log("CheckMeshSize " + meshIndex);
         DynamicMeshGenericMultiMaterial newMesh = new DynamicMeshGenericMultiMaterial();
         newMesh.name = name + " " + (meshIndex+2);
         newMesh.subMeshCount = _subMeshCount;
         _meshes.Add(newMesh);
         meshIndex++;
     }
     //        if (newVertCount > 64990) Debug.Log(newVertCount + " " + numberOfNewVerts + " " + _vertexCount + " " + meshIndex+" "+(meshIndex*65000));
     _vertexCount += numberOfNewVerts;
     return meshIndex;
 }
 public void ForceNewMesh()
 {
     int meshIndex = _meshes.Count - 1;
     _meshes[meshIndex].usable = false;
     DynamicMeshGenericMultiMaterial newMesh = new DynamicMeshGenericMultiMaterial();
     newMesh.name = name + " " + (meshIndex + 2);
     newMesh.subMeshCount = _subMeshCount;
     _meshes.Add(newMesh);
     meshIndex++;
 }