I'm trying to improve the performance of some mesh generation, and so I'd like to change from using SetVertices() to the SetVertexBufferParam/Data pattern. This is what I have:
// verts is a NativeArray<float3>
// numVerts is the length of verts
Mesh mesh = new Mesh();
// this works and creates a series of flat faces
mesh.SetVertices(verts);
// this creates a mesh but it's very wrong
mesh.SetVertexBufferParams(numVerts,
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 3),
new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.Float32, 3));
mesh.SetVertexBufferData(verts, 0, 0, numVerts);
// afterwards I set indices, norms, etc.
Desired result vs result using SetVertexBufferData:
What did I do wrong?

