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@davepape
Created October 7, 2015 15:30
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#pragma strict
public var rows = 30;
public var cols = 30;
private var myVertices = Array();
private var myUVs = Array();
private var myTriangles = Array();
function Start ()
{
for (var i=0; i < rows; i++)
{
for (var j=0; j < cols; j++)
{
myVertices.push(Vector3(j-cols/2.0,i-rows/2.0,0));
myUVs.push(Vector2(j/(cols-1.0),i/(rows-1.0)));
}
}
for (i=0; i < rows-1; i++)
{
for (j=0; j < cols-1; j++)
{
myTriangles.push(i*cols+j);
myTriangles.push((i+1)*cols+j);
myTriangles.push(i*cols+j+1);
myTriangles.push((i+1)*cols+j);
myTriangles.push((i+1)*cols+j+1);
myTriangles.push(i*cols+j+1);
}
}
var m = GetComponent.<MeshFilter>().mesh;
m.vertices = myVertices;
m.uv = myUVs;
m.triangles = myTriangles;
m.RecalculateNormals();
}
function Update ()
{
var index=0;
for (var i=0; i < rows; i++)
{
for (var j=0; j < cols; j++)
{
myUVs[index] = Vector2(j/(cols-1.0)+Mathf.Sin(Time.time+i)/50.0,i/(rows-1.0)+Mathf.Cos(Time.time+j)/50.0);
index++;
}
}
var m = GetComponent.<MeshFilter>().mesh;
m.uv = myUVs;
}
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