Version: 2017.1

Descripción

Mesh está hecho de quads.

Each four indices in the mesh index buffer form a quadrangular face. Note that quad topology is emulated on many platforms, so it's more efficient to use a triangular mesh. Unless you really need quads, for example if using DirectX 11 tessellation shaders that operate on quad patches.

Mirar también: Función Mesh.SetIndices.

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