void End() { m_Mesh.Clear(); if (BuiltinMaterials.geometryShadersSupported) { for (int i = 0, c = m_Points.Count; i < c; ++i) { m_Indices.Add(i); } m_Mesh.SetVertices(m_Points); #if UNITY_2019_3_OR_NEWER m_Mesh.SetIndices(m_Indices, MeshTopology.Points, 0, false); #else m_Mesh.SetIndices(m_Indices.ToArray(), MeshTopology.Points, 0, false); #endif } else { MeshHandles.CreatePointBillboardMesh(m_Points, m_Mesh); } Graphics.DrawMeshNow(m_Mesh, m_Matrix, 0); }
void End() { m_Mesh.Clear(); if (BuiltinMaterials.geometryShadersSupported) { for (int i = 0, c = m_Points.Count; i < c; ++i) { m_Indices.Add(i); } m_Mesh.SetVertices(m_Points); // NoAllocHelpers is internal API, and there is no SetIndices overload that accepts a list like // SetVertices or SetUVs. //#if UNITY_2019_1_OR_NEWER // m_Mesh.SetIndices(NoAllocHelpers.ExtractArrayFromListT(m_Indices), MeshTopology.Points, 0, false); //#else m_Mesh.SetIndices(m_Indices.ToArray(), MeshTopology.Points, 0, false); } else { MeshHandles.CreatePointBillboardMesh(m_Points, m_Mesh); } Graphics.DrawMeshNow(m_Mesh, m_Matrix, 0); }