Limpia todos los datos de los índices de los vertices y los triángulos.
Deberías de invocar esta función antes de reconstruir el arreglo de triangles
// Draws a simple triangle with UVs
function Start () { gameObject.AddComponent.<MeshFilter>(); gameObject.AddComponent.<MeshRenderer>(); var mesh : Mesh = GetComponent.<MeshFilter>().mesh;
// Clears all the data that the mesh can contain previously. mesh.Clear();
mesh.vertices = [Vector3(0,0,0), Vector3(0,1,0), Vector3(1, 1, 0)]; mesh.uv = [Vector2 (0, 0), Vector2 (0, 1), Vector2 (1, 1)]; mesh.triangles = [0, 1, 2]; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { gameObject.AddComponent<MeshFilter>(); gameObject.AddComponent<MeshRenderer>(); Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.Clear(); mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)}; mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)}; mesh.triangles = new int[] {0, 1, 2}; } }
El comportamiento predeterminado de esta función mantiene la plantilla de los vértices existente.
if the mesh had tangent vectors and vertex colors, for example, then
the tangents and colors will be part of mesh data once you fill in
new vertex data. If you want to completely clear the mesh and start
with an empty vertex layout, pass false for keepVertexLayout
parameter.
Alternatively, assigning an empty array to any mesh component will also
remove it from the vertex layout.