Abstract
Each index occupies several bytes, 8 bits per byte.
The storage type of the index, for example: UInt8.
The index buffer corresponding to the mesh
A Mesh may consist of multiple vertex instances.
A platform that provides rendering capabilities.
Private
_subDrawing information for each element.
The vertex buffer corresponding to the mesh.
Vertex entity record table, used for caching.
Array of vertex elements.
Protected
glName.
Protected
_setProtected
_setProtected
_setAdd sub-mesh, each sub-mesh can correspond to an independent material.
Sub-mesh
Start drawing offset, if the index buffer is set, it means the offset in the index buffer, if not set, it means the offset in the vertex buffer
Add sub-mesh, each sub-mesh can correspond to an independent material.
Sub-mesh
Start drawing offset, if the index buffer is set, it means the offset in the index buffer, if not set, it means the offset in the vertex buffer
Drawing count, if the index buffer is set, it means the count in the index buffer, if not set, it means the count in the vertex buffer
Optional
topology: MeshTopologyDrawing topology, default is MeshTopology.Triangles
Generated using TypeDoc
Grid abstract class.