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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.