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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "MeshInstance2D" inherits= "Node2D" version= "3.6" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Node used for displaying a [Mesh] in 2D.
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</brief_description>
<description >
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Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite] via a tool in the editor toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport.
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</description>
<tutorials >
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<link > $DOCS_URL/tutorials/2d/2d_meshes.html</link>
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</tutorials>
<methods >
</methods>
<members >
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<member name= "mesh" type= "Mesh" setter= "set_mesh" getter= "get_mesh" >
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The [Mesh] that will be drawn by the [MeshInstance2D].
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</member>
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<member name= "normal_map" type= "Texture" setter= "set_normal_map" getter= "get_normal_map" >
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The normal map that will be used if using the default [CanvasItemMaterial].
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[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
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</member>
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<member name= "texture" type= "Texture" setter= "set_texture" getter= "get_texture" >
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The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
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</member>
</members>
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<signals >
<signal name= "texture_changed" >
<description >
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Emitted when the [member texture] is changed.
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</description>
</signal>
</signals>
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<constants >
</constants>
</class>