// Should call this from inspector when we change to mega public void BuildNormalMapping(Mesh mesh, bool force) { if (mapping == null || mapping.Length == 0 || force) { // so for each normal we have a vertex, so find all faces that share that vertex tris = mesh.triangles; norms = mesh.normals; facenorms = new Vector3[tris.Length / 3]; mapping = new MegaNormMap[verts.Length]; for (int i = 0; i < verts.Length; i++) { mapping[i] = new MegaNormMap(); mapping[i].faces = FindFacesUsing(verts[i], norms[i]); } } }
// Should call this from inspector when we change to mega public void BuildNormalMapping(Mesh mesh, bool force) { //float t = Time.realtimeSinceStartup; if (mapping == null || mapping.Length == 0 || force) { // so for each normal we have a vertex, so find all faces that share that vertex tris = mesh.triangles; norms = mesh.normals; facenorms = new Vector3[tris.Length / 3]; mapping = new MegaNormMap[verts.Length]; for (int i = 0; i < verts.Length; i++) { mapping[i] = new MegaNormMap(); mapping[i].faces = FindFacesUsing(verts[i], norms[i]); } } //float len = Time.realtimeSinceStartup - t; //Debug.Log("Took " + (len * 1000.0f) + "ms"); }
// Should call this from inspector when we change to mega public void BuildNormalMapping(Mesh mesh, bool force) { //float t = Time.realtimeSinceStartup; if ( mapping == null || mapping.Length == 0 || force ) { // so for each normal we have a vertex, so find all faces that share that vertex tris = mesh.triangles; norms = mesh.normals; facenorms = new Vector3[tris.Length / 3]; mapping = new MegaNormMap[verts.Length]; for ( int i = 0; i < verts.Length; i++ ) { mapping[i] = new MegaNormMap(); mapping[i].faces = FindFacesUsing(verts[i], norms[i]); } } //float len = Time.realtimeSinceStartup - t; //Debug.Log("Took " + (len * 1000.0f) + "ms"); }