public IEnumerator FilterPixelate(int size) { //All the heights of the triangles will bew stored in this array //It will be read to draw the triangles to the screen again float[] triangle_values = new float[triangles.Length]; for (int i = 0; i < triangles.Length; i++) { triangle_values[i] = triangles[i].value; } triangle_values = HeightMap.ApplyBoxBlur(size, triangle_values, mesh_size); //Debug.Log("Scale: " + scale+" k: "+k+ " scale result: " + (float)scale / (k) + " strength: " + 1 / (k * k * k)); //Apply array to the triangles themselves for (int i = 0; i < triangles.Length; i++) { triangles[i].value = triangle_values[i]; } yield break; }