Difference between revisions of "Mesh"
From GiderosMobile
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__NOTOC__ | __NOTOC__ | ||
− | '''Supported platforms:''' android | + | '''<translate>Supported platforms</translate>:''' [[File:Platform android]][[File:Platform ios]][[File:Platform mac]][[File:Platform pc]]<br/> |
− | '''Available since:''' Gideros 2012.09<br/> | + | '''<translate>Available since</translate>:''' Gideros 2012.09<br/> |
+ | '''<translate>Inherits from</translate>:''' [[Special:MyLanguage/Sprite|Sprite]]<br/> | ||
=== <translate>Description</translate> === | === <translate>Description</translate> === | ||
<translate><br /> | <translate><br /> | ||
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<br /> | <br /> | ||
<ul><br /> | <ul><br /> | ||
− | <li> | + | <li>`Note 1:` Mesh class doesn't do bounds check. If an element at index array points to an non-existent vertex, the application may crash.</li><br /> |
</ul><br /> | </ul><br /> | ||
<br /></translate> | <br /></translate> |
Revision as of 09:27, 24 August 2018
Supported platforms: File:Platform androidFile:Platform iosFile:Platform macFile:Platform pc
Available since: Gideros 2012.09
Inherits from: Sprite
Description
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) and it provides more than
one way to set/modify these arrays.
Mesh can be 2D or 3D, the latter expects an additionnal Z coordinate in its vertices. Additionnally, 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.
- `Note 1:` Mesh class doesn't do bounds check. If an element at index array points to an non-existent vertex, the application may crash.
Examples
Mesh usage
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)