From 1f43567a4ab2e80d813a1707dafb666421b22a98 Mon Sep 17 00:00:00 2001 From: Matt Blair Date: Tue, 31 Oct 2017 17:46:52 -0700 Subject: [PATCH] Remove index array reversals --- Assets/Mapzen/Unity/MeshData.cs | 11 ----------- Assets/Mapzen/Unity/PolygonBuilder.cs | 4 +--- Assets/Mapzen/Unity/SceneGraph.cs | 2 -- 3 files changed, 1 insertion(+), 16 deletions(-) diff --git a/Assets/Mapzen/Unity/MeshData.cs b/Assets/Mapzen/Unity/MeshData.cs index 01951f07..534863b3 100644 --- a/Assets/Mapzen/Unity/MeshData.cs +++ b/Assets/Mapzen/Unity/MeshData.cs @@ -85,16 +85,5 @@ public void AddElements(IEnumerable vertices, IEnumerable uvs, submesh.Indices.Add(index + offset); } } - - public void FlipIndices() - { - foreach (var bucket in Meshes) - { - foreach (var submesh in bucket.Submeshes) - { - submesh.Indices.Reverse(); - } - } - } } } \ No newline at end of file diff --git a/Assets/Mapzen/Unity/PolygonBuilder.cs b/Assets/Mapzen/Unity/PolygonBuilder.cs index b7c12aa5..f551605b 100644 --- a/Assets/Mapzen/Unity/PolygonBuilder.cs +++ b/Assets/Mapzen/Unity/PolygonBuilder.cs @@ -86,10 +86,10 @@ public void OnPoint(Point point) extrusionUVs.Add(new Vector2(0.0f, 0.0f)); extrusionIndices.Add(indexOffset + 1); + extrusionIndices.Add(indexOffset + 2); extrusionIndices.Add(indexOffset + 3); extrusionIndices.Add(indexOffset + 2); extrusionIndices.Add(indexOffset + 1); - extrusionIndices.Add(indexOffset + 2); extrusionIndices.Add(indexOffset + 0); } @@ -153,8 +153,6 @@ public void OnEndPolygon() // Then tesselate polygon interior and add vertices and indices. var indices = EarcutLibrary.Earcut(coordinates, holes, 2); - indices.Reverse(); - var vertices = new List(coordinates.Count / 2); List uvs; diff --git a/Assets/Mapzen/Unity/SceneGraph.cs b/Assets/Mapzen/Unity/SceneGraph.cs index 0cc894c2..529a91d0 100644 --- a/Assets/Mapzen/Unity/SceneGraph.cs +++ b/Assets/Mapzen/Unity/SceneGraph.cs @@ -41,8 +41,6 @@ public static void Generate(SceneGroup group, Transform parent, GameObjectOption } else { - group.meshData.FlipIndices(); - if (group.meshData.Meshes.Count > 1) { var gameObject = new GameObject(group.ToString());