如何在 Unity 2018.1 中使用超过 64k 个顶点的网格 [英] How to use meshes with more than 64k vertices in Unity 2018.1
问题描述
我听说 Unity 现在支持 32 位索引缓冲区.但是当我尝试使用 Unity 2018.1 时,我无法让它工作.
I've heard that Unity supports 32-bit index buffer now. But when I try Unity 2018.1 I can't make it work.
我用这样的代码构建网格:
I built meshes in code like this:
int nVertices = nx * ny;
Vector3[] vertices = new Vector3[nVertices];
Color[] colors = new Color[nVertices];
for(int i = 0; i < nx; i++) {
float x = i * w / (nx - 1);
for (int j = 0; j < ny; j++) {
float y = j * h / (ny - 1);
int vindex = i * ny + j;
vertices[vindex] = new Vector3(x, y, 0);
float colorx = Mathf.Sin(x) / 2 + 0.5f;
float colory = Mathf.Cos(y) / 2 + 0.5f;
colors[vindex] = new Color(0, 0, 0, colorx * colory);
}
}
List<int> triangles = new List<int>();
for (int i = 1; i < nx; i++) {
for (int j = 1; j < ny; j++) {
int vindex1 = (i - 1) * ny + (j - 1);
int vindex2 = (i - 1) * ny + j;
int vindex3 = i * ny + (j - 1);
int vindex4 = i * ny + j;
triangles.Add(vindex1);
triangles.Add(vindex2);
triangles.Add(vindex3);
triangles.Add(vindex4);
triangles.Add(vindex3);
triangles.Add(vindex2);
}
}
Mesh mesh = new Mesh();
mesh.SetVertices(vertices.ToList<Vector3>());
mesh.SetIndices(triangles.ToArray(), MeshTopology.Triangles, 0);
mesh.SetColors(colors.ToList<Color>());
我的着色器根据顶点颜色的 alpha 值绘制彩虹图案.
My shader draws rainbow pattern according to vertex color's alpha value.
256 x 256 网格可以,但 512 x 512 网格只显示其面积的 1/4 和许多错误的三角形.
256 x 256 grid is OK, but 512 x 512 grid only shows 1/4 of its area and many wrong triangles.
推荐答案
网格缓冲区默认为 16 位.请参阅 Mesh-indexFormat:
Mesh buffers are 16 bit by default. See Mesh-indexFormat:
索引缓冲区可以是 16 位(最多支持 65535 个顶点)网格)或 32 位(最多支持 40 亿个顶点).默认索引格式为 16 位,因为它占用更少的内存和带宽.
Index buffer can either be 16 bit (supports up to 65535 vertices in a mesh), or 32 bit (supports up to 4 billion vertices). Default index format is 16 bit, since that takes less memory and bandwidth.
在没有仔细查看代码的其余部分的情况下,我注意到您没有设置 32 位缓冲区.试试:
Without looking too closely at the rest of your code, I do note that you've not set a 32 bit buffer. Try:
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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