The errors all appear to be in this section of code:
public static Mesh Combine (MeshInstance[ ] combines, bool generateStrips)
{
int vertexCount = 0;
int triangleCount = 0;
int stripCount = 0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
vertexCount += combine.mesh.vertexCount;
if (generateStrips)
{
//SUBOPTIMAL FOR; PERFORMANCE;
//int curStripCount = combine.mesh.GetTriangleStrip(combine.subMeshIndex).Length;
//if (curStripCount != 0)
{
if( stripCount != 0 )
{
if ((stripCount & 1) == 1 )
stripCount += 3;
else
stripCount += 2;
}
stripCount += curStripCount;
}
//else
{
generateStrips = false;
}
}
}
}
// Precomputed how many triangles we need instead
if (!generateStrips)
{
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
triangleCount += combine.mesh.GetTriangles(combine.subMeshIndex).Length;
}
}
}
Vector3[ ] vertices = new Vector3[vertexCount] ;
Vector3[ ] normals = new Vector3[vertexCount] ;
Vector4[ ] tangents = new Vector4[vertexCount] ;
Vector2[ ] uv = new Vector2[vertexCount];
Vector2[ ] uv1 = new Vector2[vertexCount];
int[ ] triangles = new int[triangleCount];
int[ ] strip = new int[stripCount];
int offset;
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
Copy(combine.mesh.vertexCount, combine.mesh.vertices, vertices, ref offset, combine.transform);
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
Matrix4x4 invTranspose = combine.transform;
invTranspose = invTranspose.inverse.transpose;
CopyNormal(combine.mesh.vertexCount, combine.mesh.normals, normals, ref offset, invTranspose);
}
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
Matrix4x4 invTranspose = combine.transform;
invTranspose = invTranspose.inverse.transpose;
CopyTangents(combine.mesh.vertexCount, combine.mesh.tangents, tangents, ref offset, invTranspose);
}
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
Copy(combine.mesh.vertexCount, combine.mesh.uv, uv, ref offset);
}
offset=0;
foreach( MeshInstance combine in combines )
{
if (combine.mesh)
Copy(combine.mesh.vertexCount, combine.mesh.uv2, uv1, ref offset);
}
int triangleOffset=0;
int stripOffset=0;
int vertexOffset=0;
//foreach( MeshInstance combine in combines )
{
if (combine.mesh)
{
if (generateStrips)
{
int[ ] inputstrip = combine.mesh.GetTriangleStrip(combine.subMeshIndex);
if (stripOffset != 0)
{
if ((stripOffset & 1) == 1)
{
strip[stripOffset+0] = strip[stripOffset-1];
strip[stripOffset+1] = inputstrip[0] + vertexOffset;
strip[stripOffset+2] = inputstrip[0] + vertexOffset;
stripOffset+=3;
}
else
{
strip[stripOffset+0] = strip[stripOffset-1];
strip[stripOffset+1] = inputstrip[0] + vertexOffset;
stripOffset+=2;
}
}
for (int i=0;i<inputstrip.Length;i++)
{
strip[i+stripOffset] = inputstrip + vertexOffset;
}
stripOffset += inputstrip.Length;
}
else
{
int[ ] inputtriangles = combine.mesh.GetTriangles(combine.subMeshIndex);
for (int i=0;i<inputtriangles.Length;i++)
{
triangles[i+triangleOffset] = inputtriangles + vertexOffset;
}
triangleOffset += inputtriangles.Length;
}
vertexOffset += combine.mesh.vertexCount;
}
}
Mesh mesh = new Mesh();
mesh.name = “Combined Mesh”;
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uv;
mesh.uv2 = uv1;
mesh.tangents = tangents;
if (generateStrips)
mesh.SetTriangleStrip(strip, 0);
else
mesh.triangles = triangles;
return mesh;
}