Difference between revisions of "Mesh"
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=== Description === | === Description === | ||
− | Mesh class is used to create and display custom constructed set of triangles (triangle meshes). It basically consists of 4 arrays: | + | The Mesh class is used to create and display custom constructed set of triangles (triangle meshes). It basically consists of 4 arrays: |
*vertex | *vertex | ||
*index | *index | ||
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and a texture (optional). The Mesh class provides more than one way to set/modify these arrays. | and a texture (optional). The Mesh class provides more than one way to set/modify these arrays. | ||
− | Mesh can be 2D or 3D, the latter expects an additional Z coordinate in its vertices. Additionally, 3D meshes and their children are rendered with depth testing enabled, which prevents far objects to be drawn above nearest ones, irrespective of actual drawing order. | + | The Mesh can be 2D or 3D, the latter expects an additional Z coordinate in its vertices. Additionally, 3D meshes and their children are rendered with depth testing enabled, which prevents far objects to be drawn above nearest ones, irrespective of actual drawing order. |
− | '''the Mesh class doesn't do bounds check | + | '''the Mesh class doesn't do bounds check: if an element at index array points to an non-existent vertex, the application may crash''' |
− | === | + | === Example === |
− | '''Mesh | + | '''Drawing a colored Mesh rectangle''' |
<source lang="lua"> | <source lang="lua"> | ||
local mesh = Mesh.new() | local mesh = Mesh.new() |
Revision as of 04:18, 16 December 2020
Supported platforms:
Available since: Gideros 2012.09
Inherits from: Sprite
Description
The Mesh class is used to create and display custom constructed set of triangles (triangle meshes). It basically consists of 4 arrays:
- vertex
- index
- color (optional)
- textureCoordinate (optional)
and a texture (optional). The Mesh class provides more than one way to set/modify these arrays.
The Mesh can be 2D or 3D, the latter expects an additional Z coordinate in its vertices. Additionally, 3D meshes and their children are rendered with depth testing enabled, which prevents far objects to be drawn above nearest ones, irrespective of actual drawing order.
the Mesh class doesn't do bounds check: if an element at index array points to an non-existent vertex, the application may crash
Example
Drawing a colored Mesh rectangle
local mesh = Mesh.new()
stage:addChild(mesh)
-- 1. vertex (0, 0)
-- 2. vertex (100, 0)
-- 3. vertex (100, 150)
-- 4. vertex (0, 150)
mesh:setVertexArray(0, 0, 100, 0, 100, 150, 0, 150)
-- 1. triangle from 1, 2 and 3 vertex
-- 2. triangle from 1, 3 and 4 vertex
mesh:setIndexArray(1, 2, 3, 1, 3, 4)
-- 1. vertex 0xff0000 color with 0.5 alpha
-- 2. vertex 0x00ff00 color with 0.7 alpha
-- 3. vertex 0x0000ff color with 1 alpha
-- 4. vertex 0xffff00 color with 0 alpha
mesh:setColorArray(0xff0000, 0.5, 0x00ff00, 0.7, 0x0000ff, 1.0, 0xffff00, 0)
MethodsMesh.new creates a new Mesh instance |
EventsConstants |