85cf99f28e
* 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.
104 lines
2.8 KiB
XML
104 lines
2.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ImmediateMesh" inherits="Mesh" version="4.0">
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<brief_description>
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Mesh optimized for creating geometry manually.
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</brief_description>
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<description>
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Mesh optimized for creating geometry manually, similar to OpenGL1.x immediate mode.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="clear_surfaces">
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<return type="void">
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</return>
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<description>
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Clear all surfaces.
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</description>
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</method>
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<method name="surface_add_vertex">
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<return type="void">
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</return>
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<argument index="0" name="vertex" type="Vector3">
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</argument>
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<description>
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Add a 3D vertex using the current attributes previously set.
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</description>
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</method>
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<method name="surface_add_vertex_2d">
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<return type="void">
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</return>
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<argument index="0" name="vertex" type="Vector2">
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</argument>
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<description>
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Add a 2D vertex using the current attributes previously set.
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</description>
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</method>
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<method name="surface_begin">
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<return type="void">
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</return>
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<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
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</argument>
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<argument index="1" name="material" type="Material" default="null">
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</argument>
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<description>
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Begin a new surface.
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</description>
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</method>
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<method name="surface_end">
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<return type="void">
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</return>
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<description>
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End and commit current surface. Note that surface being created will not be visible until this function is called.
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</description>
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</method>
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<method name="surface_set_color">
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<return type="void">
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</return>
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<argument index="0" name="color" type="Color">
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</argument>
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<description>
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Set the color attribute that will be pushed with the next vertex.
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</description>
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</method>
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<method name="surface_set_normal">
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<return type="void">
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</return>
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<argument index="0" name="normal" type="Vector3">
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</argument>
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<description>
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Set the normal attribute that will be pushed with the next vertex.
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</description>
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</method>
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<method name="surface_set_tangent">
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<return type="void">
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</return>
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<argument index="0" name="tangent" type="Plane">
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</argument>
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<description>
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Set the tangent attribute that will be pushed with the next vertex.
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</description>
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</method>
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<method name="surface_set_uv">
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<return type="void">
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</return>
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<argument index="0" name="uv" type="Vector2">
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</argument>
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<description>
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Set the UV attribute that will be pushed with the next vertex.
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</description>
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</method>
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<method name="surface_set_uv2">
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<return type="void">
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</return>
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<argument index="0" name="uv2" type="Vector2">
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</argument>
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<description>
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Set the UV2 attribute that will be pushed with the next vertex.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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