index | 要获取的顶点缓冲区(某些网格可能有多个)。请参阅 vertexBufferCount。 |
IntPtr 指向底层图形 API 顶点缓冲区的指针。
检索指向顶点缓冲区的原生(底层图形 API)指针。
使用此函数可检索与网格顶点缓冲区对应的指针/句柄,
因为它以原生图形 API 表示。这可以用于通过
本机代码插件启用网格操作。
大多数网格只包含一个顶点缓冲区,但是某些网格(如某些平台上的蒙皮网格)
可能包含多个缓冲区。使用 vertexBufferCount 可查询顶点缓冲区计数。
顶点缓冲区的数据布局通常取决于一些因素,特别是对于
经过压缩(请参阅 **Player Settings** > **Mesh Compression Settings**)并且标记为不可读的网格。
对于简单情况,布局通常如下所示:float3 position
(12 字节)
float3 normal
(12 字节)
byte4 color32
(4 字节)或 float4 color
(16 字节)
float2|float3|float4 uv
(8、12 或 16 字节)
float2|float3|float4 uv2
(8、12 或 16 字节)
float2|float3|float4 uv3
(8、12 或 16 字节)
float2|float3|float4 uv4
(8、12 或 16 字节)
float4 tangent
(16 字节)
所有顶点组件都是可选的,例如一个网格可能只包含位置 + 法线 + 一个 2D 纹理坐标。
在这种情况下,缓冲区中的顶点数据大小会是 12+12+8=32 字节。
You can use HasVertexAttribute, GetVertexAttributeOffset, GetVertexBufferStride methods to query information about the vertex attribute layout of the Mesh.
返回的数据类型取决于底层图形 API:
D3D11 上的 ID3D11Buffer
D3D12 上的 ID3D12Resource
Metal 上的 id<MTLBuffer>
OpenGL/ES 上的缓冲区“名称”(作为 GLuint)
internal representation on Vulkan, that should be accessed via IUnityGraphicsVulkan interface
对于大多数用例(即从本机代码写入网格数据),需要在获取原生缓冲区指针之前,
将网格标记为“动态”(请参阅 MarkDynamic)。通常这会将缓冲区切换为 CPU 可写入。
注意,在使用多线程渲染时调用此函数将与正在渲染的线程
(慢速操作)同步,因此最佳做法是仅在初始化时设置所需的缓冲区指针。
另请参阅: 本机代码插件、GetNativeIndexBufferPtr、vertexBufferCount、vertexCount。
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.