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Large mesh support.
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@ -211,6 +211,20 @@ namespace TAO.VertexAnimation
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// Actually combine and recalculate mesh.
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// Actually combine and recalculate mesh.
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Mesh skinnedMesh = new Mesh();
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Mesh skinnedMesh = new Mesh();
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// Large mesh support.
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int vertexCount = 0;
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foreach (var ci in combineInstances)
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{
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vertexCount += ci.mesh.vertexCount;
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}
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if (vertexCount > 65535)
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{
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skinnedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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}
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// Combine meshes.
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skinnedMesh.CombineMeshes(combineInstances.ToArray(), true, true);
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skinnedMesh.CombineMeshes(combineInstances.ToArray(), true, true);
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skinnedMesh.RecalculateBounds();
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skinnedMesh.RecalculateBounds();
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@ -261,7 +261,13 @@ namespace TAO.VertexAnimation
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tris.Add(t * 3 + v - skipped);
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tris.Add(t * 3 + v - skipped);
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}
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}
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}
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}
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// Large mesh support.
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if (vertices.Count > 65535)
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{
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mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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}
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mesh.vertices = vertices.ToArray();
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mesh.vertices = vertices.ToArray();
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mesh.normals = normals.ToArray();
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mesh.normals = normals.ToArray();
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