Version: 5.6

説明

メッシュは四角形から構成されます

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.

関連項目: Mesh.SetIndices 関数

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