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Mesh.SetIndices

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public method SetIndices(indices: int[], topology: MeshTopology, submesh: int, calculateBounds: bool): void;
public void SetIndices(int[] indices, MeshTopology topology, int submesh, bool calculateBounds);
public method SetIndices(indices: int[], topology: MeshTopology, submesh: int): void;
public void SetIndices(int[] indices, MeshTopology topology, int submesh);
public method SetIndices(indices: int[], topology: MeshTopology, submesh: int, calculateBounds: bool = true, baseVertex: int = 0): void;
public void SetIndices(int[] indices, MeshTopology topology, int submesh, bool calculateBounds = true, int baseVertex = 0);

Parameters

indices The array of indices that define the Mesh.
topology The topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
submesh The submesh to modify.
calculateBounds Calculate the bounding box of the Mesh after setting the indices. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
baseVertex Optional vertex offset that is added to all triangle vertex indices.

Description

Sets the index buffer for the sub-Mesh.

A sub-Mesh is simply a separate indices array. When the Mesh Renderer uses multiple Materials, you should ensure that there are as many sub-Meshes as Materials.

SetTriangles and triangles always set the Mesh to be composed of triangle faces. Use 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 index buffers, as long as each submesh fits within its own 65535 vertex area. For example, if the index buffer that is passed to SetIndices contains indices 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering.

See Also: subMeshCount, MeshTopology enum, indexFormat.

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