using UnityEngine;
using System.Collections;
public class TestMesh : MonoBehaviour
{
void Awake() {
MeshFilter pFilter = gameObject.AddComponent<MeshFilter> ();//添加 MeshFilter组件
MeshRenderer pRender = gameObject.AddComponent<MeshRenderer> ();//添加 MeshRenderer组件
Material mt = new Material (Shader.Find("Diffuse"));
mt.SetColor ("_Color", Color.red);
Debug.Log (mt.GetColor("_Color").ToString());
mt.hideFlags = HideFlags.DontSave;
pRender.sharedMaterial = mt;
Vector3 [] vt = new Vector3[]{ new Vector3(0,0,0), new Vector3(0, 1, 0), new Vector3(1,0, 0), new Vector3(1,1,0) };
int [] targets = new int[]{0,1,2, 3,2,1};
pFilter.mesh.vertices = vt;
pFilter.mesh.triangles = targets;
pFilter.mesh.UploadMeshData (true);
}
void Start () {
}
void Update () {
}
}
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最新推荐文章于 2023-06-13 11:12:24 发布