public void AddData(Vector3[] verts, Vector2[] uvs, int[] tris, Vector3[] norms, Vector4[] tan, int subMesh)
{
if (MeshOverflow(verts.Length))
{
_overflow.AddData(verts, uvs, tris, norms, tan, subMesh);
return;
}
int indiceBase = vertices.Count;
vertices.AddRange(verts);
uv.AddRange(uvs);
tangents.AddRange(tan);
if (!subTriangles.ContainsKey(subMesh))
subTriangles.Add(subMesh, new List<int>());
int newTriCount = tris.Length;
for (int t = 0; t < newTriCount; t++)
{
int newTri = (indiceBase + tris[t]);
triangles.Add(newTri);
subTriangles[subMesh].Add(newTri);
}
}