virtualx-engine-docs/_sources/classes/class_pointmesh.rst.txt
2024-10-23 09:41:33 -07:00

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/PointMesh.xml.
.. _class_PointMesh:
PointMesh
=========
**Inherits:** :ref:`PrimitiveMesh<class_PrimitiveMesh>` **<** :ref:`Mesh<class_Mesh>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
Mesh with a single Point primitive.
.. rst-class:: classref-introduction-group
Description
-----------
The PointMesh is made from a single point. Instead of relying on triangles, points are rendered as a single rectangle on the screen with a constant size. They are intended to be used with Particle systems, but can be used as a cheap way to render constant size billboarded sprites (for example in a point cloud).
PointMeshes, must be used with a material that has a point size. Point size can be accessed in a shader with ``POINT_SIZE``, or in a :ref:`SpatialMaterial<class_SpatialMaterial>` by setting :ref:`Material3D.flags_use_point_size<class_Material3D_property_flags_use_point_size>` and the variable :ref:`Material3D.params_point_size<class_Material3D_property_params_point_size>`.
When using PointMeshes, properties that normally alter vertices will be ignored, including billboard mode, grow, and cull face.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`