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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "ImmediateGeometry" inherits= "GeometryInstance" category= "Core" version= "3.1" >
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<brief_description >
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Draws simple geometry from code.
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</brief_description>
<description >
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Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.
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</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
<method name= "add_sphere" >
<return type= "void" >
</return>
<argument index= "0" name= "lats" type= "int" >
</argument>
<argument index= "1" name= "lons" type= "int" >
</argument>
<argument index= "2" name= "radius" type= "float" >
</argument>
<argument index= "3" name= "add_uv" type= "bool" default= "true" >
</argument>
<description >
Simple helper to draw a uvsphere, with given latitudes, longitude and radius.
</description>
</method>
<method name= "add_vertex" >
<return type= "void" >
</return>
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<argument index= "0" name= "position" type= "Vector3" >
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</argument>
<description >
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Adds a vertex with the currently set color/uv/etc.
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</description>
</method>
<method name= "begin" >
<return type= "void" >
</return>
<argument index= "0" name= "primitive" type= "int" enum= "Mesh.PrimitiveType" >
</argument>
<argument index= "1" name= "texture" type= "Texture" default= "null" >
</argument>
<description >
Begin drawing (And optionally pass a texture override). When done call end(). For more information on how this works, search for glBegin() glEnd() references.
For the type of primitive, use the [Mesh].PRIMITIVE_* enumerations.
</description>
</method>
<method name= "clear" >
<return type= "void" >
</return>
<description >
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Clears everything that was drawn using begin/end.
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</description>
</method>
<method name= "end" >
<return type= "void" >
</return>
<description >
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Ends a drawing context and displays the results.
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</description>
</method>
<method name= "set_color" >
<return type= "void" >
</return>
<argument index= "0" name= "color" type= "Color" >
</argument>
<description >
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The current drawing color.
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</description>
</method>
<method name= "set_normal" >
<return type= "void" >
</return>
<argument index= "0" name= "normal" type= "Vector3" >
</argument>
<description >
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The next vertex's normal.
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</description>
</method>
<method name= "set_tangent" >
<return type= "void" >
</return>
<argument index= "0" name= "tangent" type= "Plane" >
</argument>
<description >
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The next vertex's tangent (and binormal facing).
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</description>
</method>
<method name= "set_uv" >
<return type= "void" >
</return>
<argument index= "0" name= "uv" type= "Vector2" >
</argument>
<description >
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The next vertex's UV.
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</description>
</method>
<method name= "set_uv2" >
<return type= "void" >
</return>
<argument index= "0" name= "uv" type= "Vector2" >
</argument>
<description >
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The next vertex's second layer UV.
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</description>
</method>
</methods>
<constants >
</constants>
</class>