virtualx-engine/doc/classes/MeshInstance2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshInstance2D" inherits="Node2D" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
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Node used for displaying a [Mesh] in 2D.
</brief_description>
<description>
Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D".
</description>
<tutorials>
<link>$DOCS_URL/tutorials/2d/2d_meshes.html</link>
</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].
</member>
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<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
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The normal map that will be used if using the default [CanvasItemMaterial].
[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.
</member>
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<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
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The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader.
</member>
</members>
<signals>
<signal name="texture_changed">
<description>
Emitted when the [member texture] is changed.
</description>
</signal>
</signals>
<constants>
</constants>
</class>