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/// GeometryPool stores mesh data in convenient and C#-accessible data structures.
///
/// Quite often, GeometryPool data is associated with a particular UnityEngine.Mesh to which
/// data changes are pushed with CopyToMesh(mesh). This trades off increased memory usage for
/// efficient updates, and is analagous to a CPU cache.
Unity has a much more efficient mesh API now so we could get rid of all this baggage.
First step might be to delete these fields:
public List<Vector3> m_Vertices;
public List<int> m_Tris;
public List<Vector3> m_Normals;
public TexcoordData m_Texcoord0;
public TexcoordData m_Texcoord1;
public TexcoordData m_Texcoord2;
and then see what breaks...
The text was updated successfully, but these errors were encountered:
From the comments in GeometryPool.cs :
and then see what breaks...
The text was updated successfully, but these errors were encountered: