Creates a mesh. The mesh can be made out triangles, quads (squares), polygons or strips.
A mesh is created by adding vertices. If triangles are used to make the mesh then adding 3 vertices will create one triangle. If quads are used then adding 4 vertices will create a quad. For example the following code will create a red 1x1 square if quads are used.
glmesh1.Vertices.clear;
glmesh1.vertices.AddVertex(affinevectormake(0,0,0),nullvector,clrRed);
glmesh1.vertices.AddVertex(affinevectormake(1,0,0),nullvector,clrRed);
glmesh1.vertices.AddVertex(affinevectormake(1,1,0),nullvector,clrRed);
glmesh1.vertices.AddVertex(affinevectormake(0,1,0),nullvector,clrRed);
Another quad can be added by adding another 4 vertices.
The mesh
vertices should be cleared on start up because there are default vertices that are added automatically to the mesh.
Important
TGLMesh properties includes:
mode:
TMeshMode
The shape types that are used to make up the mesh. For example triangles, quads or polygons
vertices:
TVertexList
The list of vertices that make up the mesh. If the mesh is made of quads then it will be the vertices of each of the 4 points of the quad.
vertexmode:
TVertexMode
The information that is defined when adding a vertex. For example whether or not the color of the vertex is included.
Demo:
CVS/Demos/meshes/formula∞
Unit:
GLMesh∞
Descends from
TGLSceneObject.
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