UnityEngine.Graphics.DrawMeshInstanced C# (CSharp) Method

DrawMeshInstanced() public static method

public static DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, [ properties, [ castShadows, [ receiveShadows, [ layer, [ camera ) : void
mesh Mesh
submeshIndex int
material Material
matrices List
properties [
castShadows [
receiveShadows [
layer [
camera [
return void
        public static void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, List<Matrix4x4> matrices, [UnityEngine.Internal.DefaultValue("null")] MaterialPropertyBlock properties, [UnityEngine.Internal.DefaultValue("ShadowCastingMode.On")] ShadowCastingMode castShadows, [UnityEngine.Internal.DefaultValue("true")] bool receiveShadows, [UnityEngine.Internal.DefaultValue("0")] int layer, [UnityEngine.Internal.DefaultValue("null")] Camera camera)
        {
            if (!SystemInfo.supportsInstancing)
            {
                throw new InvalidOperationException("Instancing is not supported.");
            }
            if (mesh == null)
            {
                throw new ArgumentNullException("mesh");
            }
            if ((submeshIndex < 0) || (submeshIndex >= mesh.subMeshCount))
            {
                throw new ArgumentOutOfRangeException("submeshIndex", "submeshIndex out of range.");
            }
            if (material == null)
            {
                throw new ArgumentNullException("material");
            }
            if (matrices == null)
            {
                throw new ArgumentNullException("matrices");
            }
            if (matrices.Count > kMaxDrawMeshInstanceCount)
            {
                throw new ArgumentOutOfRangeException("matrices", string.Format("Matrix list count must be in the range of 0 to {0}.", kMaxDrawMeshInstanceCount));
            }
            if (matrices.Count > 0)
            {
                Internal_DrawMeshInstancedList(mesh, submeshIndex, material, matrices, properties, castShadows, receiveShadows, layer, camera);
            }
        }

Same methods

Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, MaterialPropertyBlock properties ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, MaterialPropertyBlock properties, ShadowCastingMode castShadows ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, List matrices, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, int layer ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, [ count, [ properties, [ castShadows, [ receiveShadows, [ layer, [ camera ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties, ShadowCastingMode castShadows ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows ) : void
Graphics::DrawMeshInstanced ( Mesh mesh, int submeshIndex, Material material, Matrix4x4 matrices, int count, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, int layer ) : void

Usage Example

コード例 #1
0
ファイル: Graphics.cs プロジェクト: lsx6244413/UnityDecomplie
        public static void DrawMeshInstanced(Mesh mesh, int submeshIndex, Material material, List <Matrix4x4> matrices, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows)
        {
            Camera camera = null;
            int    layer  = 0;

            Graphics.DrawMeshInstanced(mesh, submeshIndex, material, matrices, properties, castShadows, receiveShadows, layer, camera);
        }
All Usage Examples Of UnityEngine.Graphics::DrawMeshInstanced