Attention: Here be dragons
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(unstable) version of this documentation, which may document features
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Base class for all primitive meshes. Handles applying a Material to a primitive mesh.
_create_mesh_array ( ) virtual const
get_mesh_arrays ( ) const
bool add_uv2 =
If set, generates UV2 UV coordinates applying a padding using the uv2_padding setting. UV2 is needed for lightmapping.
AABB custom_aabb =
AABB(0, 0, 0, 0, 0, 0)
Overrides the AABB with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when using a shader to offset vertices.
bool flip_faces =
If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
The current Material of the primitive mesh.
float uv2_padding =
If add_uv2 is set, specifies the padding in pixels applied along seams of the mesh. Lower padding values allow making better use of the lightmap texture (resulting in higher texel density), but may introduce visible lightmap bleeding along edges.
If the size of the lightmap texture can't be determined when generating the mesh, UV2 is calculated assuming a texture size of 1024x1024.
Array _create_mesh_array ( ) virtual const
There is currently no description for this method. Please help us by contributing one!
Array get_mesh_arrays ( )