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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "MeshInstance2D" inherits= "Node2D" version= "4.0" >
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<brief_description >
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Node used for displaying a [Mesh] in 2D.
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</brief_description>
<description >
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Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
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</description>
<tutorials >
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<link title= "2D meshes" > https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link>
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</tutorials>
<methods >
</methods>
<members >
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<member name= "mesh" type= "Mesh" setter= "set_mesh" getter= "get_mesh" >
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The [Mesh] that will be drawn by the [MeshInstance2D].
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</member>
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<member name= "normal_map" type= "Texture2D" setter= "set_normal_map" getter= "get_normal_map" >
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The normal map that will be used if using the default [CanvasItemMaterial].
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[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
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</member>
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<member name= "texture" type= "Texture2D" setter= "set_texture" getter= "get_texture" >
The [Texture2D] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
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</member>
</members>
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<signals >
<signal name= "texture_changed" >
<description >
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Emitted when the [member texture] is changed.
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</description>
</signal>
</signals>
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<constants >
</constants>
</class>