哎 该学的还是要学

参考:http://www.narkii.com/club/thread-369573-1.html

unity 顶点绘制三角形

脚本绘制;

其实filter和render就是进行资源的加载以及渲染的设置,和device和context类似。

其中注意的是Material中shader路径的加载。。。。

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 //meshFilter 数据资源的加载
 5 //meshRender 加载后渲染的设置
 6 public class DrawTriangleTest : MonoBehaviour
 7 {
 8     
 9     private Mesh m_mesh;
10     public Material m_material;
11 
12     private void Awake()
13     {
14         if(m_material.shader==null)
15         m_material = new Material(Shader.Find("Custom/TriangleTest"));
16     }
17 
18     // Use this for initialization
19     void Start ()
20     {
21         Vector3[] trianglePos = new Vector3[]
22         {
23             new Vector3(0,0,0),
24             new Vector3(1,1,0),
25             new Vector3(-1,1,0),
26         };
27 
28         int[]  mIndexArr = new int[] {0, 2,1};
29         Color[] mColorArr = new Color[] {Color.green,Color.red,Color.blue};
30 
31         m_mesh = new Mesh();
32         m_mesh.vertices = trianglePos;
33         m_mesh.triangles = mIndexArr;
34         m_mesh.colors = mColorArr;
35 
36     }
37     
38     // Update is called once per frame
39     void Update ()
40     {
41         Graphics.DrawMesh(m_mesh,Vector3.zero,Quaternion.identity,m_material,0);
42     }
43 }
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