SetVertexBufferParams
Sets the vertex buffer size and layout of the Mesh that Unity creates from the MeshData.
Read time 2 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SetVertexBufferParams(int, VertexAttributeDescriptor[])
Sets the vertex buffer size and layout of the Mesh that Unity creates from the .
MeshDatapublic void SetVertexBufferParams(int vertexCount, params VertexAttributeDescriptor[] attributes)
Parameters
The number of vertices in the Mesh.
Layout of the vertex data: which attributes are present, their data types and so on.
Remarks
Use this function to set vertex buffer size and layout for newly created Mesh data (see Mesh.AllocateWritableMeshData). For details, see Mesh.SetVertexBufferParams.
After you have set the vertex buffer parameters, you can write the vertices into the array returned by Mesh.MeshData.GetVertexData. If you call this method on a read-only , Unity throws an exception.
MeshDataFor details on how to specify a mesh attribute layout, refer to VertexAttributeDescriptor.
The total byte size of each vertex attribute (format x dimension) must be a multiple of 4 bytes.
SetVertexBufferParams(int, NativeArray<VertexAttributeDescriptor>)
Sets the vertex buffer size and layout of the Mesh that Unity creates from the .
MeshDatapublic void SetVertexBufferParams(int vertexCount, NativeArray<VertexAttributeDescriptor> attributes)
Parameters
The number of vertices in the Mesh.
Layout of the vertex data: which attributes are present, their data types and so on.
Remarks
Use this function to set vertex buffer size and layout for newly created Mesh data (see Mesh.AllocateWritableMeshData). For details, see Mesh.SetVertexBufferParams.
After you have set the vertex buffer parameters, you can write the vertices into the array returned by Mesh.MeshData.GetVertexData. If you call this method on a read-only , Unity throws an exception.
MeshDataFor details on how to specify a mesh attribute layout, refer to VertexAttributeDescriptor.
The total byte size of each vertex attribute (format x dimension) must be a multiple of 4 bytes.