public void Render()
{
Material material = ControlPointRenderer.material;
material.SetTexture("_MainTex", this.m_Icon);
material.SetPass(0);
for (int i = 0; i < this.m_RenderChunks.Count; i++)
{
RenderChunk chunk = this.m_RenderChunks[i];
if (chunk.isDirty)
{
chunk.mesh.vertices = chunk.vertices.ToArray();
chunk.mesh.colors32 = chunk.colors.ToArray();
chunk.mesh.uv = chunk.uvs.ToArray();
chunk.mesh.SetIndices(chunk.indices.ToArray(), MeshTopology.Triangles, 0);
chunk.isDirty = false;
}
Graphics.DrawMeshNow(chunk.mesh, Handles.matrix);
}
}