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Graphics.DrawMeshNow

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public static function DrawMeshNow(mesh: Mesh, position: Vector3, rotation: Quaternion): void;
public static void DrawMeshNow(Mesh mesh, Vector3 position, Quaternion rotation);
public static def DrawMeshNow(mesh as Mesh, position as Vector3, rotation as Quaternion) as void
public static function DrawMeshNow(mesh: Mesh, position: Vector3, rotation: Quaternion, materialIndex: int): void;
public static void DrawMeshNow(Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex);
public static def DrawMeshNow(mesh as Mesh, position as Vector3, rotation as Quaternion, materialIndex as int) as void
public static function DrawMeshNow(mesh: Mesh, matrix: Matrix4x4): void;
public static void DrawMeshNow(Mesh mesh, Matrix4x4 matrix);
public static def DrawMeshNow(mesh as Mesh, matrix as Matrix4x4) as void
public static function DrawMeshNow(mesh: Mesh, matrix: Matrix4x4, materialIndex: int): void;
public static void DrawMeshNow(Mesh mesh, Matrix4x4 matrix, int materialIndex);
public static def DrawMeshNow(mesh as Mesh, matrix as Matrix4x4, materialIndex as int) as void

Parameters

mesh The Mesh to draw.
position Position of the mesh.
rotation Rotation of the mesh.
matrix Transformation matrix of the mesh (combines position, rotation and other transformations). Note that the mesh will not be displayed correctly if matrix has negative scale.
materialIndex Subset of the mesh to draw.

Description

Draw a mesh immediately.

This function will draw a given mesh immediately. Currently set shader and material (see Material.SetPass) will be used. The mesh will be just drawn once, it won't be per-pixel lit and will not cast or receive realtime shadows. If you want full integration with lighting and shadowing, use Graphics.DrawMesh instead.

	// Attach this script to a camera.
	// Draws a mesh inmediately.

var aMesh : Mesh; var mat : Material;

function OnPostRender() { // SetPass to 0 if the material doesnt have a texture. mat.SetPass(1); Graphics.DrawMeshNow(aMesh, Vector3.zero, Quaternion.identity); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Mesh aMesh;
    public Material mat;
    void OnPostRender() {
        mat.SetPass(1);
        Graphics.DrawMeshNow(aMesh, Vector3.zero, Quaternion.identity);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public aMesh as Mesh

	public mat as Material

	def OnPostRender() as void:
		mat.SetPass(1)
		Graphics.DrawMeshNow(aMesh, Vector3.zero, Quaternion.identity)