<?xml version="1.0" encoding="UTF-8" ?> <class name="MeshInstance2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Node used for displaying a [Mesh] in 2D. </brief_description> <description> Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport. </description> <tutorials> <link title="2D meshes">$DOCS_URL/tutorials/2d/2d_meshes.html</link> </tutorials> <members> <member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh"> The [Mesh] that will be drawn by the [MeshInstance2D]. </member> <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> 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> <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. </member> </members> <signals> <signal name="texture_changed"> <description> Emitted when the [member texture] is changed. </description> </signal> </signals> </class>