mesh.Begin
Description
Begins creating or modifying a 3D mesh constructed from a given quantity and type of primitive 3D shapes such as triangles and quads.
The resulting mesh can be stored in an IMesh if it is intended to be drawn multiple times or on multiple frames.
Default Arguments
If the mesh has already been built, it will instead have its existing verticies modified but cannot have the quantity of vertices changed.
For a full list of the available options, see the MATERIAL enum.
The total number of vertices must not exceed the limit of 32768
.
The number of vertices created by each primitive will depend on the type of primitive used to construct the mesh.
The expected value of this argument is dependent on the primitive type used.
For a full list of the primitive counts expected by each primitive type, see MATERIAL enum.
Argument Overload: Building a Dynamic Mesh
For a full list of the available options, see the MATERIAL enum.
The total number of vertices must not exceed the limit of 32768
.
The number of vertices created by each primitive will depend on the type of primitive used to construct the mesh.
The expected value of this argument is dependent on the primitive type used.
For a full list of the primitive counts expected by each primitive type, see MATERIAL enum.
Example
Draws a triangle near Vector( 0, 0, 0 ) in the map using a dynamic mesh, a dynamic mesh is good for animated meshes, or otherwise frequently changed rendered meshes.
Example
Draws a triangle near Vector( 0, 0, 0 ) in the map using a static mesh, that is, a mesh that is only created once, which is good for performance.