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Oct 23rd, 2017
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  1. private IEnumerator Generate()
  2. {
  3. GetComponent<MeshFilter>().mesh = mesh = new Mesh();
  4. mesh.name = "Quads";
  5.  
  6. int vertsX = QuadsWide + 1;
  7. int vertsY = QuadsHeight + 1;
  8.  
  9. int tri = (QuadsWide * QuadsHeight) *2;
  10.  
  11.  
  12. vertices = new Vector3[(vertsX) * (vertsY)];
  13.  
  14.  
  15. for (int i = 0,y = 0; y < vertsY; y++)
  16. {
  17. for (int x = 0; x < vertsX; x++, i++)
  18. {
  19. vertices[i] = new Vector3(x, y, 0);
  20. print(vertices[i]);
  21. yield return new WaitForSeconds(0.3f);
  22. }
  23. }
  24.  
  25. mesh.vertices = vertices;
  26.  
  27. int[] triangles = new int[tri * 3];
  28.  
  29. for (int i = 0, y = 0; y < vertsY; y++)
  30. {
  31. for (int x = 0; x < vertsX; x++, i++)
  32. {
  33. triangles[i] = 0;
  34. triangles[i] = 3;
  35. triangles[i] = 1;
  36.  
  37. triangles[i] = 3;
  38. triangles[i] = 4;
  39. triangles[i] = 1;
  40.  
  41. }
  42. }
  43.  
  44.  
  45. //triangles[6] = 1;
  46. //triangles[7] = 4;
  47. //triangles[8] = 2;
  48.  
  49. //triangles[9] = 4;
  50. //triangles[10] = 5;
  51. //triangles[11] = 2;
  52.  
  53.  
  54. mesh.triangles = triangles;
  55. mesh.RecalculateNormals();
  56.  
  57. }
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