Difference between revisions of "Mesh"
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[[Mesh:setColorArray]] ''sets or replace the whole color array'' <br/><!--GIDEROSMTD:Mesh:setColorArray(colors) sets or replace the whole color array--> | [[Mesh:setColorArray]] ''sets or replace the whole color array'' <br/><!--GIDEROSMTD:Mesh:setColorArray(colors) sets or replace the whole color array--> | ||
[[Mesh:setColors]] ''sets several colors at once'' <br/><!--GIDEROSMTD:Mesh:setColors(colors) sets several colors at once--> | [[Mesh:setColors]] ''sets several colors at once'' <br/><!--GIDEROSMTD:Mesh:setColors(colors) sets several colors at once--> | ||
+ | [[Mesh:setCullMode]] ''set the face culling mode'' <br/><!--GIDEROSMTD:Mesh:setCullMode(mode) set the face culling mode--> | ||
[[Mesh:setGenericArray]] ''sets or replace a generic array'' <br/><!--GIDEROSMTD:Mesh:setGenericArray(index,type,mult,count,data) sets or replace a generic array--> | [[Mesh:setGenericArray]] ''sets or replace a generic array'' <br/><!--GIDEROSMTD:Mesh:setGenericArray(index,type,mult,count,data) sets or replace a generic array--> | ||
[[Mesh:setIndex]] ''set an index in the index array'' <br/><!--GIDEROSMTD:Mesh:setIndex(i,index) set an index in the index array --> | [[Mesh:setIndex]] ''set an index in the index array'' <br/><!--GIDEROSMTD:Mesh:setIndex(i,index) set an index in the index array --> | ||
[[Mesh:setIndexArray]] ''sets or replace the whole index array'' <br/><!--GIDEROSMTD:Mesh:setIndexArray(indices) sets or replace the whole index array--> | [[Mesh:setIndexArray]] ''sets or replace the whole index array'' <br/><!--GIDEROSMTD:Mesh:setIndexArray(indices) sets or replace the whole index array--> | ||
[[Mesh:setIndices]] ''sets several indices at once'' <br/><!--GIDEROSMTD:Mesh:setIndices(indices) sets several indices at once--> | [[Mesh:setIndices]] ''sets several indices at once'' <br/><!--GIDEROSMTD:Mesh:setIndices(indices) sets several indices at once--> | ||
+ | [[Mesh:setInstanceCount]] ''enable instanced rendering and sets the number of instances to draw'' <br/><!--GIDEROSMTD:Mesh:setInstanceCount(count) enable instanced rendering and sets the number of instances to draw--> | ||
+ | [[Mesh:setPrimitiveType]] ''set the type of primitives to render'' <br/><!--GIDEROSMTD:Mesh:setPrimitiveType(primitiveType) set the type of primitives to render--> | ||
[[Mesh:setTexture]] ''attach a texture to the Mesh'' <br/><!--GIDEROSMTD:Mesh:setTexture(texture,slot) attach a texture to the Mesh--> | [[Mesh:setTexture]] ''attach a texture to the Mesh'' <br/><!--GIDEROSMTD:Mesh:setTexture(texture,slot) attach a texture to the Mesh--> | ||
[[Mesh:setTextureCoordinate]] ''set a texture coordinate in the texture coordinates array'' <br/><!--GIDEROSMTD:Mesh:setTextureCoordinate(i,u,v) set a texture coordinate in the texture coordinates array--> | [[Mesh:setTextureCoordinate]] ''set a texture coordinate in the texture coordinates array'' <br/><!--GIDEROSMTD:Mesh:setTextureCoordinate(i,u,v) set a texture coordinate in the texture coordinates array--> |
Revision as of 08:54, 19 November 2021
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
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)
MethodsMesh.new creates a new Mesh instance |
EventsConstants |