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	<title>Mesh generation &#8211; INCD021</title>
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		<title>Procedural Mesh Generation in Unity.</title>
		<link>https://incd021.com/2013/05/04/procedural-mesh-generation-in-unity/</link>
					<comments>https://incd021.com/2013/05/04/procedural-mesh-generation-in-unity/#respond</comments>
		
		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Sat, 04 May 2013 09:56:03 +0000</pubDate>
				<category><![CDATA[Script]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Mesh]]></category>
		<category><![CDATA[Mesh generation]]></category>
		<category><![CDATA[Test]]></category>
		<category><![CDATA[Unity3D]]></category>
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					<description><![CDATA[Mesh Generation in Unity I come from the good old OpenGL way of doing things and like the control I had with the simple geometry, so when I stumped upon....]]></description>
										<content:encoded><![CDATA[<h1>Mesh Generation in Unity</h1>
<p>I come from the good old OpenGL way of doing things and like the control I had with the simple geometry, so when I stumped upon gMaN Ji&#8217;s youtube video &#8220;<a href="http://www.youtube.com/watch?v=3jHe1FzrKD8">Unity Tips and Tricks: Procedural Geometry #1 &#8211; Basic Quad</a>&#8221; I had to make a small test to see how fast and easy it would be to do.</p>
<p>So hers what I got playing around a while:</p>
<p>http://youtu.be/iNhJNUgRUIU</p>
<p>It&#8217;s was made with 25&#215;25 meshes with part of the full texture mapped to each mesh, and then I just added some random rotation to them. Didn&#8217;t want to spend a lot of time making the rotations look good, as it&#8217;s just a test. But the possibilities made possible by having this amount of control are limitless <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>&#8211; Henning</p>
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