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Mesh.GetTriangles

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public method GetTriangles(submesh: int): int[];
public int[] GetTriangles(int submesh);
public method GetTriangles(submesh: int, applyBaseVertex: bool = true): int[];
public int[] GetTriangles(int submesh, bool applyBaseVertex = true);
public method GetTriangles(triangles: List<int>, submesh: int, applyBaseVertex: bool = true): void;
public void GetTriangles(List<int> triangles, int submesh, bool applyBaseVertex = true);
public method GetTriangles(triangles: List<int>, submesh: int): void;
public void GetTriangles(List<int> triangles, int submesh);

Parameters

trianglesA list of vertex indices to populate.
submeshThe sub-mesh index. See subMeshCount.
applyBaseVertexTrue (default value) will apply base vertex offset to returned indices.

Description

Fetches the triangle list for the specified sub-mesh on this object.

Each integer in the returned triangle list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See vertices and GetVertices. The triangle list contains a multiple of three indices, one for each corner in each triangle.

A sub-mesh represents a list of triangles that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.

Call the method overload with a List<int> parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.

See Also: subMeshCount.

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