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Mesh.SetIndices

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public method SetIndices(indices: int[], topology: MeshTopology, submesh: int, calculateBounds: bool): void;
public void SetIndices(int[] indices, MeshTopology topology, int submesh, bool calculateBounds);
public method SetIndices(indices: int[], topology: MeshTopology, submesh: int): void;
public void SetIndices(int[] indices, MeshTopology topology, int submesh);
public method SetIndices(indices: int[], topology: MeshTopology, submesh: int, calculateBounds: bool = true, baseVertex: int = 0): void;
public void SetIndices(int[] indices, MeshTopology topology, int submesh, bool calculateBounds = true, int baseVertex = 0);

Parameters

indicesThe array of indices that define the Mesh.
topologyThe topology of the Mesh, e.g: Triangles, Lines, Quads, Points, etc. See MeshTopology.
submeshThe sub-mesh to modify.
calculateBoundsCalculate the bounding box of the Mesh after setting the indices. This is done by default. Use false when you want to use the existing bounding box and reduce the CPU cost of setting the indices.
baseVertexOptional vertex offset that is added to all triangle vertex indices.

Description

Sets the index buffer for the sub-mesh.

A sub-mesh represents a list of triangles (or indices with a different MeshTopology) that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.

SetTriangles and triangles always set the Mesh to be composed of triangle faces. Use SetIndices to create a Mesh composed of lines or points.

The baseVertex argument can be used to achieve meshes that are larger than 65535 vertices while using 16 bit index buffers, as long as each sub-mesh fits within its own 65535 vertex area. For example, if the index buffer that is passed to SetIndices contains indices 10,11,12 and baseVertex is set to 100000, then effectively vertices 100010, 100011 and 100012 will be used for rendering.

See Also: subMeshCount, MeshTopology enum, indexFormat.

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