Hello everyone!
When working in OpenGL, it is really easy to draw a subset of a particular mesh by using the glDrawElements method. For instance, I could create a VBO (with an associated element/indices array) and then call the procedure to draw the triangles formed by a subset of the element array (e.g., to render only the first ten triangles of the mesh).
In Unity, the Mesh class allows us to specify a set of triangles by their vertices and indices (which I assume are somehow mapped into a VBO and element array when running on OpenGL), but I don’t know whether it is possible to tell the engine to draw only a subset of the triangles using the mesh indices array. Is there some method overload, such as Graphics.DrawMesh, that take an offset and count parameter and draw such a subset? Or is this feature considered too low-level?
I know that I can always copy the mesh and override its indices, but this is not an option, as I assume that there is too much memory overhead involved.
Thank you very much for your time!