Hide vertices

Could I do this somehow? How?

Knowing the exact position of the vertex. If I need, I want it not displayed, instead display a biggest polygon between the surrounding other vertices. (So the mesh is still complete, there is no hole). But I want to know the location of the vertex while it is hidden.

Thanks!

Happy New Year! :slight_smile:

You want to know all vertices of meshA, so you can scale some meshB so large, that it barely fits meshA? Or you also want to create meshB(That’s gonna be harder)?

you can do something like this:

MeshFilter filter = GetComponent<MeshFilter>();
Mesh mesh = filter.sharedMesh;
foreach(Vector3D vert in mesh.vertices)
{
  Debug.Log("Jim, we found a Vertex at " + vert + "!");
}

:smiley:

Hi! Thansk for all the comments and answers!
I didn’t want to tell, why I want to hide vertices, but you all were right, my question didn’t have enought information.

So
I want to create an automatic cotinous level of detail system. So I want, that the distant object contain fewer polygons, but not with use of different models. I want that there is one mesh, wich is displayed by very few polygons when it is far, and when I go closer, more vertices appear, and therefore more triangles. And I want it happen IN the mesh too, so the closer part of the mesh would be displayed with more polygons, the farther part is displayed with fewer. (It would look like heightmap based adaptive tessellation).
I hope, it is clear now, and sorry for language problems.

BTW, Does this exist in any engines?

Happy 2014!