void computeTriangleIndices(int totalTris = 20) { _indices.reset(); // compute the indices to form triangles for (var i = 0; i < totalTris; i += 2) { _indices.add(0); _indices.add((short)(i + 2)); _indices.add((short)(i + 1)); } }
void generateVertsFromEncounters(List <Vector2> encounters) { _vertices.reset(); // add a vertex for the center of the mesh addVert(entity.transform.position); // add all the other encounter points as vertices storing their world position as UV coordinates for (var i = 0; i < encounters.Count; i++) { addVert(encounters[i]); } // if we dont have enough tri indices add enough for our encounter list var triIndices = _indices.length / 3; if (encounters.Count > triIndices) { computeTriangleIndices(encounters.Count); } }