verts.Add (last.posl);
verts.Add (last.posr);
verts.Add (curr.posl);
verts.Add (curr.posr);
colors.Add (new Color (1, 1, 1, last.intensity));
colors.Add (new Color (1, 1, 1, last.intensity));
colors.Add (new Color (1, 1, 1, curr.intensity));
colors.Add (new Color (1, 1, 1, curr.intensity));
uvs.Add (new Vector2 (0, 0));
uvs.Add (new Vector2 (1, 0));
uvs.Add (new Vector2 (0, 1));
uvs.Add (new Vector2 (1, 1));
if (CurrentMaterial == "Asphalt (Instance)") {
trisID1.Add (index + 0);
trisID1.Add (index + 2);
trisID1.Add (index + 1);
trisID1.Add (index + 2);
trisID1.Add (index + 3);
trisID1.Add (index + 1);
} else if (CurrentMaterial == "Grass (Instance)") {
trisID2.Add (index + 0);
trisID2.Add (index + 2);
trisID2.Add (index + 1);
trisID2.Add (index + 2);
trisID2.Add (index + 3);
trisID2.Add (index + 1);
} else if (CurrentMaterial == "Sand (Instance)") {
trisID3.Add (index + 0);
trisID3.Add (index + 2);
trisID3.Add (index + 1);
trisID3.Add (index + 2);
trisID3.Add (index + 3);
trisID3.Add (index + 1);
}
}
_Mesh.vertices = verts.ToArray ();
_Mesh.SetTriangles (trisID1.ToArray(), 0);
_Mesh.SetTriangles (trisID2.ToArray(), 1);
_Mesh.SetTriangles (trisID3.ToArray(), 2);
_Mesh.uv = uvs.ToArray ();
_Mesh.colors = colors.ToArray ();
_Mesh.RecalculateNormals ();