public void RenderMesh() { //Resources.UnloadUnusedAssets(); int i; mFilter = gameObject.GetComponent <MeshFilter>(); FractalRenderState state; state.centerPos = new Vector3(0, 0, 0); state.rotation = Quaternion.identity; RenderNodeRec(state, startNode); int indicesTotal = 0; for (i = 0; i < startNode.submeshCount; i++) { indicesTotal += indicesCount[i]; } Debug.Log("Render summary: Vertices count = " + verticesCount + " Indices count = " + indicesTotal + " (" + fractalType.ToString() + ")"); //Mesh mesh = new Mesh(); mFilter.mesh.subMeshCount = startNode.submeshCount; //mFilter.mesh.hideFlags = HideFlags.None; mFilter.mesh.vertices = vertices; for (i = 0; i < startNode.submeshCount; i++) { mFilter.mesh.SetTriangles(indices[i], i); } if (renderNormals) { mFilter.mesh.normals = normals; } if (renderUV1s) { mFilter.mesh.uv = uvs; } if (renderUV2s) { mFilter.mesh.uv2 = uv2s; } if (renderUV3s) { mFilter.mesh.uv3 = uv3s; } if (renderUV4s) { mFilter.mesh.uv4 = uv4s; } if (renderTangents) { mFilter.mesh.tangents = tangents; } //mFilter.mesh = mesh; }
public void RenderMesh() { mFilter = gameObject.GetComponent <MeshFilter>(); FractalRenderState state; state.centerPos = new Vector3(0, 0, 0); state.rotation = Quaternion.identity; RenderNodeRec(state, startNode); Debug.Log("Render summary: Vertices count = " + verticesCount + " Indices count = " + indicesCount + " (" + fractalType.ToString() + ")"); Mesh mesh = new Mesh(); mesh.hideFlags = HideFlags.DontSave; mesh.vertices = vertices; mesh.triangles = indices; if (renderNormals) { mesh.normals = normals; } if (renderUV1s) /*mesh.uv = uv1s;*/ } {