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Graphics.DrawMeshNow

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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 描画する Mesh
position メッシュの位置
rotation メッシュの角度
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

すぐにメッシュを描画する

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)