# SetMeshData(Mesh, int, Renderer)

> Sets the relevant graphics state fields according to data from the provided submesh and renderer.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/6000.5/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void SetMeshData(Mesh mesh, int submesh, Renderer renderer = null)
```

### Parameters

**** (\[Mesh]\(/engine/6000.5/script-reference/unityengine/mesh)): Mesh to get the submesh data and [GraphicsStateCollection.GraphicsState.topology](/engine/6000.5/script-reference/unityengine/rendering/graphicsstatecollection/graphicsstate/topology.md) from.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Submesh index within `mesh` to get the [GraphicsStateCollection.GraphicsState.vertexAttributes](/engine/6000.5/script-reference/unityengine/rendering/graphicsstatecollection/graphicsstate/vertexattributes.md) from.**** (\[Renderer]\(/engine/6000.5/script-reference/unityengine/renderer)): Renderer to get the [GraphicsStateCollection.GraphicsState.forceCullMode](/engine/6000.5/script-reference/unityengine/rendering/graphicsstatecollection/graphicsstate/forcecullmode.md) and [GraphicsStateCollection.GraphicsState.negativeScale](/engine/6000.5/script-reference/unityengine/rendering/graphicsstatecollection/graphicsstate/negativescale.md) data from.
