Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Foam · Jul 03, 2012 at 03:42 PM · mesharrayprocedural

Does a Mesh Vertices/Triangles/etc Have to be Compact

If I generate a Mesh procedurally, do the colors/triangles/vertices/normals arrays that I create have to be compact? Can I have sections in the array that are null, provided all the arrays match up? Is there any significant performance penalty to doing this?

My meshes can change frequently and I am trying to avoid generating a bunch of complete arrays from scratch each time,but, if I can't determine where the vertices I want to change are in the array, that's what I have to do. I figure if I can put in bulls I can structure the arrays for arbitrary access.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Eric5h5 · Jul 03, 2012 at 06:10 PM

You can't have actual null entries (it's impossible to use null for structs), but the graphics card will skip over degenerate triangles (multiple points in a row set to Vector3(0, 0, 0) or whatever).

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Foam · Jul 03, 2012 at 09:02 PM 0
Share

that could work as I could derive the structure of the others arrays from that... any idea about performance?

avatar image Eric5h5 · Jul 03, 2012 at 11:41 PM 1
Share

As I mentioned the graphics card skips over degenerate triangles. Although it's still slower having 50 triangles of which 25 are degenerate rather than having just 25 triangles to begin with, since all the vertices have to be uploaded regardless. But it's generally better than creating the mesh from scratch every time.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Realtime C++ Unity Interaction 0 Answers

Generate a mesh from randomly positioned points 0 Answers

Procedurally generated mesh JS - explain the error please 0 Answers

Procedural Mesh Generation - Split Arrays into sections 1 Answer

Most efficient method to create mesh from array 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges