Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

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:

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()

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.