User Guide

newMesh 423
newMesh
Usage
member(whichCastmember).newMesh(name,numFaces, numVertices,
numNormals,numColors,numTextureCoordinates)
Description
3D command; creates a new mesh model resource. After creating a mesh, you must set values for
at least the
vertexList and face[index].vertices properties of the new mesh, followed by a
call to its
build() command, in order to actually generate the geometry.
Parameters
meshName
Required. Specifies the name of the new mesh model resource.
numFaces Required. Specifies the desired total number of triangles you want in the mesh.
numVertices Required. Specifies the total number of vertices used by all the (triangular) faces. A
vertex may be shared by more than one face.
numNormals Optional. Specifies the total number of normals. A normal may be shared by more
than one face. The normal for a corner of a triangle defines which direction is outward, affecting
how that corner is illuminated by lights. Enter 0 or omit this parameter if you are going to use the
meshs
generateNormals() command to generate normals.
numColors Optional. Specifies the total number of colors used by all the faces. A color may be
shared by more than one face. You can specify a color for each corner of each face. Specify colors
for smooth color gradation effects. Enter 0 or omit this parameter to get default white color per
face corner.
numTextureCoordinates Optional. Specifies the number of user-specified texture coordinates
used by all the faces. Enter 0 or omit this parameter to get the default texture coordinates
generated via a planar mapping. (See the explanation of
#planar in the
shader.textureWrapMode entry for more details). Specify texture coordinates when you need
precise control over how textures are mapped onto the faces of the mesh.
Example
This example creates a model resource of the type #mesh, specifies its properties, and then creates
a new model from the model resource. The process is outlined in the following line-by-line
explanation of the example code:
Line 1 creates a mesh containing 6 faces, composed of 5 unique vertices and 3 unique colors. The
number of normals and the number of textureCoordinates are not set. The normals will be
created by the
generateNormals command.
Line 2 defines the five unique vertices used by the faces of the mesh.
Line 3 defines the three unique colors used by the faces of the mesh.
Lines 4 through 9 assign which vertices to use as the corners of each face in the Pyramid. Note
the clockwise ordering of the vertices.
GenerateNormals() relies on a clockwise ordering.
Lines 10 through 15 assign colors to the corners of each face. The colors will spread across the
faces in gradients.
Line 16 creates the normals of Triangle by calling the generateNormals() command.