WebThis tells us a few things: Setting bounds explicitly does have an effect. Unity does actually make use of custom bounds data. Unity uses mesh bounds to perform frustum culling. According to Unity's manual, there are three cases where the Bounds class is used: Mesh.bounds, Renderer.bounds, and Collider.bounds.
C# Mesh.SetIndices方法代码示例 - 纯净天空
WebUse SetIndices to create a Mesh composed of lines or points. The baseVertex argument can be used to achieve meshes that are larger than 65535 vertices while using 16 bit … Web6 apr. 2024 · It must be noted than when a Mesh is not readable, it only lives in the GPU memory and NOT in the CPU memory. Therefore, to make it "readable", one must pull back the data from the GPU. In my example, I make a copy of the mesh using the low level Mesh api with buffer, it's pretty efficient and straightforward. It works at runtime. the village tavern kennewick
Mesh-SetIndices - Unity 脚本 API
WebFinally SetIndices allows you to specify a different mesh topology. mesh.triangles only allows you to render triangles. To sum up: It's generally adviced to use the new GetXXX and SetXXX method if you do frequent changes to your mesh. They also allow you to use the full power of the GPU since you can now fill in almost any vertex data you like. Web30 nov. 2024 · mesh.SetIndices( indices, MeshTopology.Triangles, 0); Click to expand... The code on top turns a quad into two tris. But if you're using SetIndices (instead of the older triangles=indices; method) you may as well use MeshTopology.Quads. As far as winding order, I'd guess upperRightVertex is in fact not really the upper right (or … Web30 okt. 2024 · Three vertices. Entering play mode now and then inspecting our mesh shows us that it has three vertices. Each vertex defines a position, which consists of three 32-bit float values, so that's three times four bytes, thus twelve bytes per vertex, for a total of 36 bytes.. There are no triangles yet, but the mesh has already automatically derived its … the village tavern hannibal ny