If I generate a Mesh procedurally, do the colors/triangles/vertices/normals arrays that I create have to be compact? Can I have sections in the array that are null, provided all the arrays match up? Is there any significant performance penalty to doing this?
My meshes can change frequently and I am trying to avoid generating a bunch of complete arrays from scratch each time,but, if I can’t determine where the vertices I want to change are in the array, that’s what I have to do. I figure if I can put in bulls I can structure the arrays for arbitrary access.