Search Issue Tracker
Fixed in 2018.1.X
Votes
0
Found in
2017.1.0p5
Issue ID
946551
Regression
No
Graphics.DrawProcedural(MeshTopology.Quads, v[]) result is the same as MeshTopology.Triangles when supplied with 4 vertices
Steps to reproduce:
1. Open attached Unity Project "ProceduralMeshBug.zip"
2. Load scene "Test"
3. Enter Play mode - result with 4 vertex array is visible
4. Open script "Test.cs"
5. Uncomment lines 17 & 19
6. Enter Play mode - a quad is drawn
Expected result: a Quad is drawn with four vertices supplied as the second argument for Graphics.DrawProcedural
Actual result: Graphics.DrawProcedural requires six vertices as the second argument
Reproducible with: 5.6.1p4, 2017.1.0p5, 2017.3.0a6
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
- [Android] Gfx.WaitForGfxCommandsFromMainThread high performance usage and inconsistency when built Player scene has Canvas GameObject on a specific Project
Add comment