UnityEditor.LightmapEditorSettings.HasZeroAreaMesh C# (CSharp) Method

HasZeroAreaMesh() private method

private HasZeroAreaMesh ( Renderer renderer ) : bool
renderer UnityEngine.Renderer
return bool
        internal static extern bool HasZeroAreaMesh(Renderer renderer);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

示例#1
0
        private void DisplayMeshWarning()
        {
            Mesh mesh = GetSharedMesh(m_Renderers[0]);
            bool showEnlightenSettings = isPrefabAsset || m_EnabledRealtimeGI.boolValue || (m_EnabledBakedGI.boolValue && LightmapEditorSettings.lightmapper == LightmapEditorSettings.Lightmapper.Enlighten);

            if (!HasSupportedTopologyForGI(mesh))
            {
                EditorGUILayout.HelpBox(Styles.UnsupportedTopology.text, MessageType.Warning);
                return;
            }

            if (!HasVertices(mesh))
            {
                EditorGUILayout.HelpBox(Styles.NoVerticesNoLightmapping.text, MessageType.Warning);
                return;
            }

            if (!HasNormals(mesh))
            {
                EditorGUILayout.HelpBox(Styles.NoNormalsNoLightmapping.text, MessageType.Warning);
                return;
            }

            if (showEnlightenSettings)
            {
                if (LightmapEditorSettings.HasZeroAreaMesh(m_Renderers[0]))
                {
                    EditorGUILayout.HelpBox(Styles.ZeroAreaPackingMesh.text, MessageType.Warning);
                    return;
                }
            }
        }
All Usage Examples Of UnityEditor.LightmapEditorSettings::HasZeroAreaMesh