static void QuadrantSizeMesh(Mesh& mesh, float overflowPercent)
This will reposition the Mesh’s vertices to work well with quadrant resizing shaders. The mesh should generally be centered around the origin, and face down the -Z axis. This will also overwrite any UV coordinates in the verts.
You can read more about the technique here.
|Mesh& mesh||The vertices of this Mesh will be retrieved, modified, and overwritten.|
|float overflowPercent||When scaled, should the geometry stick out past the “box” represented by the scale, or edge up against it? A value of 0 will mean the geometry will fit entirely inside the “box”, and a value of 1 means the geometry will start at the boundary of the box and continue outside it.|
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