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Bas-Smit · Nov 06, 2013 at 09:44 PM ·
meshproceduraloptimize
Optimizing procedural meshes
Hey all, whats is the deal with triangle strips these days, does it not matter anymore? It has been removed from the manual and apparently its obsolete:
[Obsolete("Use SetTriangles instead. Internally this function will convert the triangle strip to a list of triangles anyway.")]
public void SetTriangleStrip(int[] triangles, int submesh);
[Obsolete("Use GetTriangles instead. Internally this function converts a list of triangles to a strip, so it might be slow, it might be a mess.")]
public int[] GetTriangleStrip(int submesh);
I am cutting up some meshes into smaller ones with code and I am throwing together arbitrary arrays of vertices and triangles, are there things I can do besides calling optimize? Optimize takes .1 ms to run on 4500 tris, does it do anything meaningful? Or are my meshes simply optimal :)
Thanks!
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