Inheritance #

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ImmediateMesh
Table of contents

ImmediateMesh #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Mesh optimized for creating geometry manually.

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:

GDScript

var mesh = ImmediateMesh.new()
mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)
mesh.surface_add_vertex(Vector3.LEFT)
mesh.surface_add_vertex(Vector3.FORWARD)
mesh.surface_add_vertex(Vector3.ZERO)
mesh.surface_end()

C#

var mesh = new ImmediateMesh();
mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);
mesh.SurfaceAddVertex(Vector3.Left);
mesh.SurfaceAddVertex(Vector3.Forward);
mesh.SurfaceAddVertex(Vector3.Zero);
mesh.SurfaceEnd();

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

Members #

Methods #

func clear_surfaces() -> void#

Clear all surfaces.

func surface_add_vertex(vertex: Vector3) -> void#

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

func surface_add_vertex_2d(vertex: Vector2) -> void#

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

func surface_begin(material: Material = null) -> void#

Begin a new surface.

func surface_end() -> void#

End and commit current surface. Note that surface being created will not be visible until this function is called.

func surface_set_color(color: Color) -> void#

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

func surface_set_normal(normal: Vector3) -> void#

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

func surface_set_tangent(tangent: Plane) -> void#

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

func surface_set_uv(uv: Vector2) -> void#

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

func surface_set_uv2(uv2: Vector2) -> void#

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

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #