private void ProcessFace(FaceReader.Face face) { AddVertexFromFace(face, 0); AddVertexFromFace(face, 1); AddVertexFromFace(face, 2); meshTriangles[idx + 0] = idx + 0; meshTriangles[idx + 1] = idx + 1; meshTriangles[idx + 2] = idx + 2; idx += 3; }
private void AddVertexFromFace(FaceReader.Face face, int vertexIdx) { meshVertices.Add(objVertices[face.vertexIndices[vertexIdx]]); if (face.HasNormalIndices()) { meshNormals.Add(objNormals[face.normalIndices[vertexIdx]].normalized); } if (face.HasTextureIndices()) { Vector3 texture = objTextures[face.textureIndices[vertexIdx]]; meshUV2.Add(new Vector2(texture.x, texture.y)); meshUV3.Add(new Vector2(texture.z, 0)); } }