Version: 2018.4

説明

メッシュは四角形から構成されます

Each four indices in the mesh index buffer form a quadrangular face. Note that quad topology is emulated on many platforms, so it's more efficient to use a triangular mesh. Unless you really need quads, for example if using DirectX 11 tessellation shaders that operate on quad patches.

See Also: Mesh.SetIndices function.