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Mesh.CombineMeshes

时间:2017-10-18 13:44:23      阅读:143      评论:0      收藏:0      [点我收藏+]

标签:filters   color   rman   collect   art   data   sig   children   merge   

Mesh.CombineMeshes

  public void CombineMeshes(CombineInstance[] combine, bool mergeSubMeshes = true, bool useMatrices = true, boolhasLightmapData = false);

combine Descriptions of the Meshes to combine.
mergeSubMeshes Defines whether Meshes should be combined into a single sub-Mesh.
useMatrices Defines whether the transforms supplied in the CombineInstance array should be used or ignored.

  Combining Meshes is useful for performance optimization.

  If mergeSubMeshes is true, all the Meshes are combined to a single sub-Mesh. Otherwise, each Mesh goes into a different sub-Mesh. If all Meshes share the same Material, set this to true.

  If useMatrices is true, the transform matrices in CombineInstance structs are used. Otherwise, they are ignored.

  

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class ExampleClass : MonoBehaviour {
    void Start() {
        MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
        CombineInstance[] combine = new CombineInstance[meshFilters.Length];
        int i = 0;
        while (i < meshFilters.Length) {
            combine[i].mesh = meshFilters[i].sharedMesh;
            combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
            meshFilters[i].gameObject.active = false;
            i++;
        }
        transform.GetComponent<MeshFilter>().mesh = new Mesh();
        transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
        transform.gameObject.active = true;
    }
}

 

Mesh.CombineMeshes

标签:filters   color   rman   collect   art   data   sig   children   merge   

原文地址:http://www.cnblogs.com/tekkaman/p/7686160.html

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