void GenerateMesh() { Quad(holobounds.Corner(0), holobounds.Upper(0), holobounds.Upper(1), holobounds.Corner(1)); Quad(holobounds.Corner(1), holobounds.Upper(1), holobounds.Upper(2), holobounds.Corner(2)); Quad(holobounds.Corner(2), holobounds.Upper(2), holobounds.Upper(3), holobounds.Corner(3)); Quad(holobounds.Corner(3), holobounds.Upper(3), holobounds.Upper(0), holobounds.Corner(0)); }
void GenerateMesh() { //Floor Quad(holobounds.Corner(0), holobounds.Corner(1), holobounds.Corner(2), holobounds.Corner(3)); //Ceiling Quad(holobounds.Upper(3), holobounds.Upper(2), holobounds.Upper(1), holobounds.Upper(0)); //Walls Quad(holobounds.Corner(0), holobounds.Upper(0), holobounds.Upper(1), holobounds.Corner(1)); Quad(holobounds.Corner(1), holobounds.Upper(1), holobounds.Upper(2), holobounds.Corner(2)); Quad(holobounds.Corner(2), holobounds.Upper(2), holobounds.Upper(3), holobounds.Corner(3)); Quad(holobounds.Corner(3), holobounds.Upper(3), holobounds.Upper(0), holobounds.Corner(0)); }