Begin drawing (And optionally pass a texture override). When done call end(). For more information on how this works, search for glBegin() glEnd() references.
For the type of primitive, use the [Mesh].PRIMITIVE_* enumerations.
</description>
</method>
<methodname="clear">
<returntype="void">
</return>
<description>
Clear everything that was drawn using begin/end.
</description>
</method>
<methodname="end">
<returntype="void">
</return>
<description>
Call this when done adding a batch of geometry, otherwise it can't be displayed.
</description>
</method>
<methodname="set_color">
<returntype="void">
</return>
<argumentindex="0"name="color"type="Color">
</argument>
<description>
Set the color that the next vertex will use to be drawn.
</description>
</method>
<methodname="set_normal">
<returntype="void">
</return>
<argumentindex="0"name="normal"type="Vector3">
</argument>
<description>
Set the normal that the next vertex will use to be drawn.
</description>
</method>
<methodname="set_tangent">
<returntype="void">
</return>
<argumentindex="0"name="tangent"type="Plane">
</argument>
<description>
Set the tangent (and binormal facing) that the next vertex will use to be drawn.
</description>
</method>
<methodname="set_uv">
<returntype="void">
</return>
<argumentindex="0"name="uv"type="Vector2">
</argument>
<description>
Set the UV that the next vertex will use to be drawn.
</description>
</method>
<methodname="set_uv2">
<returntype="void">
</return>
<argumentindex="0"name="uv"type="Vector2">
</argument>
<description>
Set the second layer of UV that the next vertex will use to be drawn.