void SetVerts(Vertex[] verts)

Vertex[] verts An array of vertices to add to the mesh.

Assigns the vertices for this Mesh! This will create a vertex buffer object on the graphics card right away. If you’re calling this a second time, the buffer will be marked as dynamic and re-allocated. If you’re calling this a third time, the buffer will only re-allocate if the buffer is too small, otherwise it just copies in the data!


Procedurally generating a wavy grid

Wavy Grid Here, we’ll generate a grid mesh using Mesh.SetVerts and Mesh.SetInds! This is a common example of creating a grid using code, we’re using a sin wave to make it more visually interesting, but you could also substitute this for something like sampling a heightmap, or a more interesting mathematical formula!

Note: x+y*gridSize is the formula for 2D (x,y) access of a 1D array that represents a grid.

const int gridSize = 8;
Vertex[] verts = new Vertex[gridSize*gridSize];
uint  [] inds  = new uint  [gridSize*gridSize*6];

for (int y = 0; y < gridSize; y++) {
for (int x = 0; x < gridSize; x++) {
    // Create a vertex on a grid, centered about the origin. The dimensions extends
    // from -0.5 to +0.5 on the X and Z axes. The Y value is then sampled from 
    // a sin wave using the x and y values.
    // The normal of the vertex is then calculated from the derivative of the Y 
    // value!
    verts[x+y*gridSize] = new Vertex(
        new Vec3(
            SKMath.Sin((x+y) * 0.7f)*0.1f, 
        new Vec3(
            -SKMath.Cos((x+y) * 0.7f), 
            -SKMath.Cos((x+y) * 0.7f)).Normalized());

    // Create triangle face indices from the current vertex, and the vertices
    // on the next row and column! Since there is no 'next' row and column on
    // the last row and column, we guard this with a check for size-1.
    if (x<gridSize-1 && y<gridSize-1)
        int ind = (x+y*gridSize)*6;
        inds[ind  ] = (uint)((x+1)+(y+1)*gridSize);
        inds[ind+1] = (uint)((x+1)+(y  )*gridSize);
        inds[ind+2] = (uint)((x  )+(y+1)*gridSize);

        inds[ind+3] = (uint)((x  )+(y+1)*gridSize);
        inds[ind+4] = (uint)((x+1)+(y  )*gridSize);
        inds[ind+5] = (uint)((x  )+(y  )*gridSize);
} }
demoProcMesh = new Mesh();
demoProcMesh.SetInds (inds);