class Mesh
A mesh is a basic version of a , containing a set of vertices and indices which make up faces that make up a shape. A set of meshes can be used to create a via the class.
public bool IsValid { get; }
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public MeshPrimitiveType PrimitiveType { set; }
Sets the primitive type for this mesh.
public Material Material { set; }
Sets material for this mesh.
public BBox Bounds { set; }
Sets AABB bounds for this mesh.
public float UvDensity { set; }
Used to calculate texture size for texture streaming.
public void SetVertexRange( int start, int count )
Set how many vertices this mesh draws (if there's no index buffer)
public void SetIndexRange( int start, int count )
Set how many indices this mesh draws
public void CreateBuffers( VertexBuffer vb, bool calculateBounds = True )
Create vertex and index buffers.
vbInput vertex buffer. If it is indexed (), then index buffer will also be created.calculateBoundsWhether to recalculate bounds from the vertex buffer.
public bool HasIndexBuffer { get; }
Whether this mesh has an index buffer.
public int IndexCount { get; }
Number of indices this mesh has.
public void SetIndexBufferSize( int elementCount )
Resize the index buffer.
public void LockIndexBuffer( Mesh.IndexBufferLockHandler handler )
Lock all the memory in this buffer so you can write to it
public void LockIndexBuffer( int elementCount, Mesh.IndexBufferLockHandler handler )
Lock a specific amount of the memory in this buffer so you can write to it
public void LockIndexBuffer( int elementOffset, int elementCount, Mesh.IndexBufferLockHandler handler )
Lock a region of memory in this buffer so you can write to it
public bool HasVertexBuffer { get; }
Whether this mesh has a vertex buffer.
public int VertexCount { get; }
Number of vertices this mesh has.
public void SetVertexBufferSize( int elementCount )
Resize the vertex buffer
public Mesh( Material material, MeshPrimitiveType primType = Triangles )
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public int GetHashCode( )
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public bool Equals( object obj )
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public string ToString( )
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public Type GetType( )
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public void LockVertexBuffer( int elementOffset, int elementCount, Mesh.VertexBufferLockHandler<T> handler )
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public void LockVertexBuffer( int elementCount, Mesh.VertexBufferLockHandler<T> handler )
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public void LockVertexBuffer( Mesh.VertexBufferLockHandler<T> handler )
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public void SetVertexBufferData( Span<T> data, int elementOffset = 0 )
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public void CreateVertexBuffer( int vertexCount, VertexAttribute[] layout, Span<T> data = null )
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public void CreateIndexBuffer( int indexCount, List<int> data )
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public void CreateVertexBuffer( int vertexCount, VertexAttribute[] layout, List<T> data )
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public void CreateVertexBuffer( VertexAttribute[] layout )
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public Mesh( )
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public static Span<int> TriangulatePolygon( Span<Vector3> vertices )
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public void CreateIndexBuffer( )
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public void SetIndexBufferData( Span<int> data, int elementOffset = 0 )
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public void SetIndexBufferData( List<int> data, int elementOffset = 0 )
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public void SetVertexBufferData( List<T> data, int elementOffset = 0 )
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public void CreateIndexBuffer( int indexCount, Span<int> data = null )
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