Created
September 22, 2016 22:59
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void createVertBuffer(){ | |
_vertBuffer = new ComputeBuffer( triangles.Length , AnchorStructSize * sizeof(float) ); | |
//print( AnchorStructSize ); | |
//print( AnchorStructSize * vc ); | |
float[] inValues = new float[ AnchorStructSize * triangles.Length ]; | |
// Used for assigning to our buffer; | |
int index = 0; | |
for (int i = 0; i < triangles.Length/12; i++) { | |
for( int j = 0; j < 6; j++ ){ | |
int totalID = i * 6 + j; | |
//float baseTri = Mathf.Floor((float)i / 12); | |
//int idInTri = i % 3; | |
//int whichTri = (int)(Mathf.Floor((float)(i % 6)/3)); | |
//int baseID = (int)(baseTri * 12); | |
int id = triangles[i * 12 + j ]; | |
Vector3 position = transform.TransformPoint(positions[ id ]); | |
Vector3 normal = transform.TransformDirection(normals[ id ]); | |
Vector4 tangent = transform.TransformDirection(tangents[ id ]); | |
Vector3 color = ToV3( Color.white ); | |
if( colors.Length > 0 ){ color = ToV3(colors[id]); } | |
Vector2 uv = uvs[ id ]; | |
inValues[index++] = position.x; | |
inValues[index++] = position.y; | |
inValues[index++] = position.z; | |
inValues[index++] = normal.x; | |
inValues[index++] = normal.y; | |
inValues[index++] = normal.z; | |
inValues[index++] = tangent.x; | |
inValues[index++] = tangent.y; | |
inValues[index++] = tangent.z; | |
inValues[index++] = color.x; | |
inValues[index++] = color.y; | |
inValues[index++] = color.z; | |
inValues[index++] = uv.x; | |
inValues[index++] = uv.y; | |
inValues[index++] = totalID; | |
inValues[index++] = (float)j % 3; | |
} | |
} | |
_vertBuffer.SetData(inValues); | |
} | |
} |
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