Revision Difference
Enums/MATERIAL#568091
<enum>
<realm>Client</realm>
<description>
Enumerations used by <page>mesh.Begin</page> to control what type of vertex information it should expect. Clientside only.
For more information, see the <page text="Mesh Primitives">mesh_primitives</page> reference page.
</description>
<items>
<item key="MATERIAL_POINTS" value="0">
<warning>
The primitive type `MATERIAL_POINTS` does not currently work and will not produce any visual effect if used.
</warning>
For more information, see <page text="Point Primitives">mesh_primitives#points</page>
</item>
<item key="MATERIAL_LINES" value="1">
<warning>⤶
The primitive type `MATERIAL_LINES` does not currently work and will not produce any visual effect if used.
</warning>⤶
Creates line using 2 vertices. ⤶
⤶
The `primitiveCount` argument of <page>mesh.Begin</page> should be the total number of line multiply by 2 that the Mesh will contain.
E.g. `(vertexCount * 2)`⤶
For more information, see <page text="Line Primitives">mesh_primitives#lines</page>
</item>
<item key="MATERIAL_TRIANGLES" value="2">
Creates triangles from groupings of 3 vertices.
TThe `primitiveCount` argument of <page>mesh.Begin</page> should be the total number of triangles that the Mesh will contain. ⤶
⤶
The `primitiveCount` argument of <page>mesh.Begin</page> should be the total number of triangles that the Mesh will contain.
E.g. `(vertexCount / 3)`
For more information, see <page text="Triangle Primitives">mesh_primitives#triangles</page>
</item>
<item key="MATERIAL_TRIANGLE_STRIP" value="3">
Creates a set of triangles that each share two vertices with the previous triangle in the sequence.
The `primitiveCount` argument of <page>mesh.Begin</page> should be the total number of triangles that the Mesh will contain.
E.g. `(vertexCount - 2)`
For more information, see <page text="Triangle Strip Primitives">mesh_primitives#trianglestrips</page>
</item>
<item key="MATERIAL_LINE_STRIP" value="4">
<warning>⤶
The primitive type `MATERIAL_LINE_STRIP` does not currently work and will not produce any visual effect if used.
</warning>⤶
⤶
⤶
For more information, see <page text="Line Strip Primitives">mesh_primitives#linestrips</page>⤶
Creates a set of lines that all share a single vertex and each share a vertex with the previous lines.⤶
⤶
The `primitiveCount` argument of <page>mesh.Begin</page> should be the total number of line connection that the Mesh will contain.
E.g. `(vertexCount)`⤶
⤶
For more information, see <page text="Line Strip Primitives">mesh_primitives#linestrips</page>⤶
</item>
<item key="MATERIAL_LINE_LOOP" value="5">
<warning>⤶
The primitive type `MATERIAL_LINE_LOOP` does not currently work and will not produce any visual effect if used.⤶
</warning>⤶
⤶
⤶
For more information, see <page text="Line Loop Primitives">mesh_primitives#lineloops</page>⤶
Exactly like <key>MATERIAL_LINE_STRIP</key> do, but the first and the last vertex will always be connected together.⤶
⤶
For more information, see <page text="Line Loop Primitives">mesh_primitives#lineloops</page>⤶
</item>
<item key="MATERIAL_POLYGON" value="6">
Creates a set of triangles that all share a single vertex and each share a vertex with the previous triangle.
The `primitiveCount` argument of <page>mesh.Begin</page> should be the total number of vertices that the Mesh will contain.
E.g. `(vertexCount)`
For more information, see <page text="Polygon Primitives">mesh_primitives#polygons</page>
</item>
<item key="MATERIAL_QUADS" value="7">
Creates pairs of triangles that share two vertices.
The `primitiveCount` argument of <page>mesh.Begin</page> should be the total number of quads that the Mesh will contain.
E.g. `(vertexCount / 4)`
For more information, see <page text="Quad Primitives">mesh_primitives#quads</page>
</item>
</items>
</enum>
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