class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResourceMesh ImmediateMesh
Mesh optimized for creating geometry manually.

A mesh type optimized for creating geometry manually, similar to OpenGL 1.x immediate mode.

Here's a sample on how to generate a triangular face:

var mesh = ImmediateMesh.new() mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES) mesh.surface_add_vertex(Vector3.LEFT) mesh.surface_add_vertex(Vector3.FORWARD) mesh.surface_add_vertex(Vector3.ZERO) mesh.surface_end()
void clear_surfaces<>():void

Clear all surfaces.

void surface_add_vertex<>( Vector3 vertex=, vertex:Vector3=, ):void

Add a 3D vertex using the current attributes previously set.

void surface_add_vertex_2d<>( Vector2 vertex=, vertex:Vector2=, ):void

Add a 2D vertex using the current attributes previously set.

void surface_begin<>( PrimitiveType primitive=, primitive:PrimitiveType=, Material material=null, material:Material=null, ):void

Begin a new surface.

void surface_end<>():void

End and commit current surface. Note that surface being created will not be visible until this function is called.

void surface_set_color<>( Color color=, color:Color=, ):void

Set the color attribute that will be pushed with the next vertex.

void surface_set_normal<>( Vector3 normal=, normal:Vector3=, ):void

Set the normal attribute that will be pushed with the next vertex.

void surface_set_tangent<>( Plane tangent=, tangent:Plane=, ):void

Set the tangent attribute that will be pushed with the next vertex.

void surface_set_uv<>( Vector2 uv=, uv:Vector2=, ):void

Set the UV attribute that will be pushed with the next vertex.

void surface_set_uv2<>( Vector2 uv2=, uv2:Vector2=, ):void

Set the UV2 attribute that will be pushed with the next vertex.




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