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mesh.triangles = short[] ?

Discussion in 'Shaders' started by stevesan, Sep 19, 2014.

  1. stevesan

    stevesan

    Joined:
    Aug 14, 2011
    Posts:
    65
    Since Unity limits vertices to 65000, I assume internally, meshes store 16-bit unsigned ints for their index buffers. But the only way to assign it is to assign a 32-bit int array. For my terrain engine, this is wasteful, since I have a pool of index buffers I use, and I would like to half the size of it. Is there a way to assign short[]'s instead?