godot/doc/classes/ImmediateMesh.xml
reduz 85cf99f28e Deprecate ImmediateGeometry
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
2021-06-30 14:14:41 -03:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ImmediateMesh" inherits="Mesh" version="4.0">
<brief_description>
Mesh optimized for creating geometry manually.
</brief_description>
<description>
Mesh optimized for creating geometry manually, similar to OpenGL1.x immediate mode.
</description>
<tutorials>
</tutorials>
<methods>
<method name="clear_surfaces">
<return type="void">
</return>
<description>
Clear all surfaces.
</description>
</method>
<method name="surface_add_vertex">
<return type="void">
</return>
<argument index="0" name="vertex" type="Vector3">
</argument>
<description>
Add a 3D vertex using the current attributes previously set.
</description>
</method>
<method name="surface_add_vertex_2d">
<return type="void">
</return>
<argument index="0" name="vertex" type="Vector2">
</argument>
<description>
Add a 2D vertex using the current attributes previously set.
</description>
</method>
<method name="surface_begin">
<return type="void">
</return>
<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
</argument>
<argument index="1" name="material" type="Material" default="null">
</argument>
<description>
Begin a new surface.
</description>
</method>
<method name="surface_end">
<return type="void">
</return>
<description>
End and commit current surface. Note that surface being created will not be visible until this function is called.
</description>
</method>
<method name="surface_set_color">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
Set the color attribute that will be pushed with the next vertex.
</description>
</method>
<method name="surface_set_normal">
<return type="void">
</return>
<argument index="0" name="normal" type="Vector3">
</argument>
<description>
Set the normal attribute that will be pushed with the next vertex.
</description>
</method>
<method name="surface_set_tangent">
<return type="void">
</return>
<argument index="0" name="tangent" type="Plane">
</argument>
<description>
Set the tangent attribute that will be pushed with the next vertex.
</description>
</method>
<method name="surface_set_uv">
<return type="void">
</return>
<argument index="0" name="uv" type="Vector2">
</argument>
<description>
Set the UV attribute that will be pushed with the next vertex.
</description>
</method>
<method name="surface_set_uv2">
<return type="void">
</return>
<argument index="0" name="uv2" type="Vector2">
</argument>
<description>
Set the UV2 attribute that will be pushed with the next vertex.
</description>
</method>
</methods>
<constants>
</constants>
</class>