triangles | 定义三角形的索引的列表。 |
submesh | 要修改的子网格。 |
calculateBounds | 在设置三角形之后计算网格的包围盒。这会在默认情况下进行。 如果需要使用现有包围盒并减少设置三角形的 CPU 开销,请使用 false。 |
baseVertex | 添加到所有三角形顶点索引的可选顶点偏移。 |
为子网格设置三角形列表。
子网格表示使用单个 Material 渲染的三角形的列表。当网格与具有多个材质的 Renderer 一起使用时,应确保每个材质有一个子网格。
建议在分配顶点数组之后分配三角形数组,以便避免超出边界错误。
在使用 16 位索引缓冲区时,baseVertex
参数可以用于实现大于 65535 个顶点的网格,
只要每个子网格都适应其自己的 65535 顶点区域即可。例如,如果传递给 SetTriangles 的索引缓冲区
包含索引 10、11、12 并且 baseVertex
设置为 100000,则实际上会使用索引 100010、100011 和 100012
进行渲染。
Note that meshes use 16-bit indexFormat by default, i.e. maximum value supported in the index buffer is 65535 (even when using int[]
input data). In order to use larger index buffer values, you should first set the indexFormat to IndexFormat.UInt32.
另请参阅:subMeshCount、SetIndices、indexFormat。
triangles | 定义三角形的索引的列表。 |
trianglesStart | 要从输入数组采用的第一个元素的索引。 |
trianglesLength | 要从输入数组采用的元素数。 |
submesh | 要修改的子网格。 |
calculateBounds | 在设置三角形之后计算网格的包围盒。这会在默认情况下进行。 如果需要使用现有包围盒并减少设置三角形的 CPU 开销,请使用 false。 |
baseVertex | 添加到所有三角形顶点索引的可选顶点偏移。 |
使用输入数组的一部分设置网格的三角形列表。
此方法的行为方式如同调用 SetTriangles,所使用的数组为整个数组的一个切片(从 trianglesStart
索引开始,长度为给定的 trianglesLength
长度)。生成的网格具有 trianglesLength
数量的顶点。生成的子网格会具有 trianglesLength/3
数量的三角形。
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