Open oceancx opened 3 years ago
Please do not allocate a new List<> every time that UpdateMesh is called, cache it outside the function and call Clear() on it
Please do not allocate a new List<> every time that UpdateMesh is called, cache it outside the function and call Clear() on it
done
I'd like to see this fixed in the next version, but just out of curiosity where does commit de89418b116bfc0b4e48da1fe220a5f5170e6392 come from?
I'd like to see this fixed in the next version, but just out of curiosity where does commit de89418 come from?
this commit is only useful for our inner project, you can ignore it...
you should put descriptors.Clear(); after int idxOf = 0; , otherwise you can not draw all wanted mesh
you should put descriptors.Clear(); after int idxOf = 0; , otherwise you can not draw all wanted mesh
you are right!
get warning in unity2020.3.0f1c1
SetSubMesh #1 shares part of its index buffer with SubMesh #2. Sharing part of an index buffer can result in undefined behavior and will be deprecated soon. To future-proof your Project, fix the indexStart/indexCount UnityEngine.Mesh:SetSubMesh (int,UnityEngine.Rendering.SubMeshDescriptor,UnityEngine.Rendering.MeshUpdateFlags) ImGuiNET.Unity.ImGuiRendererMesh:UpdateMesh (ImGuiNET.ImDrawDataPtr,UnityEngine.Vector2) (at Packages/dear-imgui-unity/ImGuiNET.Unity/Renderer/ImGuiRendererMesh.cs:127) ImGuiNET.Unity.ImGuiRendererMesh:RenderDrawLists (UnityEngine.Rendering.CommandBuffer,ImGuiNET.ImDrawDataPtr) (at Packages/dear-imgui-unity/ImGuiNET.Unity/Renderer/ImGuiRendererMesh.cs:71) ImGuiNET.Unity.DearImGui:Update () (at Packages/dear-imgui-unity/ImGuiNET.Unity/DearImGui.cs:157)