Difference between revisions of "Mesh"
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=== Example === | === Example === | ||
'''Drawing a colored Mesh rectangle''' | '''Drawing a colored Mesh rectangle''' | ||
− | < | + | <syntaxhighlight lang="lua"> |
application:configureFrustum(45, -2*128) | application:configureFrustum(45, -2*128) | ||
--application:configureFrustum(0, 2*128) | --application:configureFrustum(0, 2*128) |
Revision as of 14:28, 13 July 2023
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 <syntaxhighlight lang="lua"> application:configureFrustum(45, -2*128) --application:configureFrustum(0, 2*128)
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) </source>
MethodsMesh.new creates a new Mesh instance |
EventsConstants |