UnityEngine.Graphics.DrawMesh C# (CSharp) Method

DrawMesh() private method

private DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex ) : void
mesh Mesh
position Vector3
rotation Quaternion
material Material
layer int
camera Camera
submeshIndex int
return void
        public static void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex)
        {
            bool useLightProbes = true;
            bool receiveShadows = true;
            bool castShadows = true;
            MaterialPropertyBlock properties = null;
            DrawMesh(mesh, position, rotation, material, layer, camera, submeshIndex, properties, castShadows, receiveShadows, useLightProbes);
        }

Same methods

Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [ receiveShadows, [ probeAnchor, [ useLightProbes ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, Transform probeAnchor ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows, bool receiveShadows ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, Material material, int layer, [ camera, [ submeshIndex, [ properties, [ castShadows, [ receiveShadows, [ useLightProbes ) : void
Graphics::DrawMesh ( Mesh mesh, Matrix4x4 matrix, int materialIndex ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, [ receiveShadows, [ probeAnchor, [ useLightProbes ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, ShadowCastingMode castShadows, bool receiveShadows, Transform probeAnchor ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, Camera camera, int submeshIndex, MaterialPropertyBlock properties, bool castShadows, bool receiveShadows ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, Material material, int layer, [ camera, [ submeshIndex, [ properties, [ castShadows, [ receiveShadows, [ useLightProbes ) : void
Graphics::DrawMesh ( Mesh mesh, Vector3 position, Quaternion rotation, int materialIndex ) : void

Usage Example

        public void DrawUserIndexedPrimitives(PrimitiveType primitiveType, VertexPositionColorTexture[] vertexData, int vertexOffset, int numVertices, short[] indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration)
        {
            Debug.Assert(vertexData != null && vertexData.Length > 0, "The vertexData must not be null or zero length!");
            Debug.Assert(indexData != null && indexData.Length > 0, "The indexData must not be null or zero length!");

            var material = _materialPool.Get(Textures[0]);

            var mesh = _meshPool.Get(primitiveCount / 2);

            mesh.Populate(vertexData, numVertices);

            UnityGraphics.DrawMesh(mesh.Mesh, _matrix, material, 0);
        }
All Usage Examples Of UnityEngine.Graphics::DrawMesh