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Mesh.Copy

Mesh Copy()

Creates an independent duplicate of this Mesh. Vertices, indices, bounds, and (if present) skin data are copied; the new Mesh has its own GPU buffers and shares no state with the source.

This is useful when one source mesh is shared across N animated entities: UpdateSkin mutates the target mesh’s vertex buffer in place, so each entity needs its own Mesh instance to deform independently.

The source Mesh must have KeepData set to true.

   
RETURNS: Mesh A new Mesh that shares no GPU state with this one.




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