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| OBB::TriangulateSyntaxvoid OBB::Triangulate(int x, int y, int z, float3 *outPos, float3 *outNormal, float2 *outUV) const; [9 lines of code]Generates an unindexed triangle mesh representation of this OBB. ParametersintxThe number of faces to generate along the X axis. This value must be >= 1. intyThe number of faces to generate along the Y axis. This value must be >= 1. intzThe number of faces to generate along the Z axis. This value must be >= 1. float3 *outPos [out]An array of size numVertices which will receive a triangle list of vertex positions. Cannot be null.float3 *outNormal [out]An array of size numVertices which will receive vertex normals. If this parameter is null, vertex normals are not returned.float2 *outUV [out]An array of size numVertices which will receive vertex UV coordinates. If this parameter is null, a UV mapping is not generated. The number of vertices that outPos, outNormal and outUV must be able to contain is (x*y + x*z + y*z)*2*6. If x==y==z==1, then a total of 36 vertices are required. Call NumVerticesInTriangulation to obtain this value. Performance36.947nsecs/call ≈ 27.07M calls/second ≈ 451.09k calls/frame (@ 60fps). See AlsoLeave a Comment |