Search Issue Tracker
Fixed in 5.3.3
Votes
0
Found in
5.3.1p1
Issue ID
765378
Regression
No
[DrawMeshNow] materialIndex is being ignored and all submeshes are drawn
Repro steps:
1) Open DrawMeshNow project I attached and asd.scene
2) Notice three objects(1st drawn with DrawMesh(), 2nd - DrawMeshNow, 3rd- simple gameobject)
3) Notice that part of front(lamps in white) is missing in the 1st object
but not in the second, as only one submesh was drawn
4) Open DrawMesh.cs and look at OnDrawGizmos
5) Notice that DrawMeshNow().materialIndex is the same as DrawMesh().submeshIndex
6) According to docs:
(DrawMesh)submeshIndex Which subset of the mesh to draw
(DrawMeshNow)materialIndex Subset of the mesh to draw.
Expected: DrawMeshNow().materialIndex should work the same as submeshIndex, as written in docs
Actual: All submeshes are being drawn
Reproduced in: 5.4.0b7; 5.3.3f1; 5.2.3p3
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment