ImmediateMesh

Inherits: Mesh < Resource < RefCounted < Object

Mesh optimized for creating geometry manually.

Description

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:

GDScriptC#

  1. var mesh = ImmediateMesh.new()
  2. mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
  3. mesh.surface_add_vertex(Vector3.LEFT)
  4. mesh.surface_add_vertex(Vector3.FORWARD)
  5. mesh.surface_add_vertex(Vector3.ZERO)
  6. mesh.surface_end()
  1. var mesh = new ImmediateMesh();
  2. mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
  3. mesh.SurfaceAddVertex(Vector3.Left);
  4. mesh.SurfaceAddVertex(Vector3.Forward);
  5. mesh.SurfaceAddVertex(Vector3.Zero);
  6. mesh.SurfaceEnd();

Note: Generating complex geometries with ImmediateMesh is highly inefficient. Instead, it is designed to generate simple geometry that changes often.

Tutorials

Methods

void

clear_surfaces()

void

surface_add_vertex(vertex: Vector3)

void

surface_add_vertex_2d(vertex: Vector2)

void

surface_begin(primitive: PrimitiveType, material: Material = null)

void

surface_end()

void

surface_set_color(color: Color)

void

surface_set_normal(normal: Vector3)

void

surface_set_tangent(tangent: Plane)

void

surface_set_uv(uv: Vector2)

void

surface_set_uv2(uv2: Vector2)


Method Descriptions

void clear_surfaces() 🔗

Clear all surfaces.


void surface_add_vertex(vertex: Vector3) 🔗

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


void surface_add_vertex_2d(vertex: Vector2) 🔗

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


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

Begin a new surface.


void surface_end() 🔗

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) 🔗

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


void surface_set_normal(normal: Vector3) 🔗

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


void surface_set_tangent(tangent: Plane) 🔗

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


void surface_set_uv(uv: Vector2) 🔗

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


void surface_set_uv2(uv2: Vector2) 🔗

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


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.

Previous Next