new PIXI.MeshGeometry (vertices, uvs, index) overrides
Name | Type | Attributes | Description |
---|---|---|---|
vertices |
Float32Array | number<Array> |
<optional> |
Positional data on geometry. |
uvs |
Float32Array | number<Array> |
<optional> |
Texture UVs. |
index |
Uint16Array | number<Array> |
<optional> |
IndexBuffer |
Extends
Inherited Properties
From class PIXI.Geometry
instanceCount number inherited
Number of instances in this geometry, pass it to GeometrySystem.draw()
- Default Value:
- 1
refCount number inherited
Count of existing (not destroyed) meshes that reference this geometry
glVertexArrayObjects object protected inherited
A map of renderer IDs to webgl VAOs
Inherited Methods
From class PIXI.Geometry
addAttribute (id, buffer, size, normalized, type, stride, start, instance) PIXI.Geometry inherited
Adds an attribute to the geometry
Note: stride
and start
should be undefined
if you dont know them, not 0!
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
id |
String |
the name of the attribute (matching up to a shader) |
||
buffer |
PIXI.Buffer | number<Array> |
the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it. |
||
size |
Number |
<optional> |
0 |
the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2 |
normalized |
Boolean |
<optional> |
false |
should the data be normalized. |
type |
Number |
<optional> |
PIXI.TYPES.FLOAT |
what type of number is the attribute. Check {PIXI.TYPES} to see the ones available |
stride |
Number |
<optional> |
How far apart (in floats) the start of each value is. (used for interleaving data) |
|
start |
Number |
<optional> |
How far into the array to start reading values (used for interleaving data) |
|
instance |
boolean |
<optional> |
false |
Instancing flag |
Returns:
Type | Description |
---|---|
PIXI.Geometry | returns self, useful for chaining. |
addIndex (buffer) PIXI.Geometry inherited
Adds an index buffer to the geometry The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.
Name | Type | Attributes | Description |
---|---|---|---|
buffer |
PIXI.Buffer | number<Array> |
<optional> |
the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it. |
Returns:
Type | Description |
---|---|
PIXI.Geometry | returns self, useful for chaining. |
clone () PIXI.Geometry inherited
returns a clone of the geometry
Returns:
Type | Description |
---|---|
PIXI.Geometry | a new clone of this geometry |
destroy () void inherited
Destroys the geometry.
dispose () void inherited
disposes WebGL resources that are connected to this geometry
getAttribute (id) PIXI.Attribute inherited
returns the requested attribute
Name | Type | Description |
---|---|---|
id |
String |
the name of the attribute required |
Returns:
Type | Description |
---|---|
PIXI.Attribute | the attribute requested. |
getBuffer (id) PIXI.Buffer inherited
returns the requested buffer
Name | Type | Description |
---|---|---|
id |
String |
the name of the buffer required |
Returns:
Type | Description |
---|---|
PIXI.Buffer | the buffer requested. |
getIndex () PIXI.Buffer inherited
returns the index buffer
Returns:
Type | Description |
---|---|
PIXI.Buffer | the index buffer. |
interleave () PIXI.Geometry inherited
this function modifies the structure so that all current attributes become interleaved into a single buffer This can be useful if your model remains static as it offers a little performance boost
Returns:
Type | Description |
---|---|
PIXI.Geometry | returns self, useful for chaining. |